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zubat_cave - Kopie.py
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zubat_cave - Kopie.py
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from typing import Set
import pygame
import os
from random import randint
from settings import Settings, Background
from timer import Timer
from animation import Animation
from spawn_check import spawn_check
from powerups import sonic_power
from login import *
from data_save import save_state, rank
#Ich besitze keinerlei Rechte an den, in diesem Programm, verwendeten Bildern.
#Mit den diesem Programm wird kein kommerzieller Gewinn erzielt.
#Die in diesem Programm verwendeten Bilder stammen von den vollgenden Internetseiten:
#'djungle_rain.png' stammt von https://www.umdiewelt.de/t4455_18 (www.umdiewelt.de)
#'dragonfly.png' stammt von https://miausmiles.com/2011/incredible-random-stuff/draw-something-every-day-035 (www.miausmiles.com)
#'drop.png' stammt von http://www.clipartpanda.com/clipart_images/domain-raindrop-clip-art-19285059 (www.clipartpanda.com)
#Ich bedanke mich bei den Contan Creatorn für ihre gute Arbeit
class Zubat(pygame.sprite.Sprite):
def __init__(self, filename) -> None:
super().__init__()
self.image = pygame.image.load(os.path.join(Settings.path_image, filename)).convert_alpha()
self.image = pygame.transform.scale(self.image, Settings.zubat_size)
self.rect = self.image.get_rect()
self.mask = pygame.mask.from_surface(self.image)
self.rect.left = 20
self.rect.centery = Settings.window_height // 2
self.speed = 6
self.fly = Animation([f"zubat{i}.png" for i in range(0, 8)], False, 50) #animations Objekt
def animate(self):
self.image = self.fly.next() #animation
self.image = pygame.transform.scale(self.image, Settings.zubat_size) #Größe neu anpassen
c = self.rect.bottom #position wieder auf die alte festlegen
x = self.rect.centerx
self.rect = self.image.get_rect()
self.rect.bottom = c
self.rect.centerx = x
#Bewegen des Spielers
def update(self):
press = pygame.key.get_pressed() #registiert Tastendruck
if press[pygame.K_UP]:
self.rect.top -= self.speed
self.animate() #update aufrufen
if press[pygame.K_DOWN]:
self.rect.top += self.speed
self.animate()
#Wandkollision
if self.rect.top <= self.speed:
self.rect.top += self.speed
if self.rect.bottom >= Settings.window_height - self.speed:
self.rect.top -= self.speed
def draw(self, screen):
screen.blit(self.image, self.rect)
class Obstacle(pygame.sprite.Sprite):
def __init__(self, position) -> None:
super().__init__()
self.position = position
if self.position == 1:
self.filename = "rock1_unten.png"
elif self.position == 2:
self.filename = "rock1_oben.png"
self.rock_size = (90, randint(90, Settings.window_height - (80 + Settings.zubat_size[1])))
self.image = pygame.image.load(os.path.join(Settings.path_image, self.filename)).convert_alpha()
self.image = pygame.transform.scale(self.image, self.rock_size)
self.mask = pygame.mask.from_surface(self.image)
self.rect = self.image.get_rect()
self.rect.left = randint(Settings.window_width, Settings.window_width * 2)
if self.position == 1:
self.rect.bottom = Settings.window_height
if self.position == 2:
self.rect.top = 0
self.speed_h = -5
def update(self):
self.rect.move_ip((self.speed_h, 0))
if self.rect.right <= 0:
self.kill() #löschen der Sprites wenn sie Unten ankommen
if game.mega_up == True:
game.rocks_dodged += 5 #erhöhen der ausgewichenen Hindernisse
else:
game.rocks_dodged += 1
def draw(self, screen):
screen.blit(self.image, self.rect)
class Event(pygame.sprite.Sprite):
def __init__(self, filename, speed) -> None:
super().__init__()
self.ball_size = (50, 50)
self.image = pygame.image.load(os.path.join(Settings.path_image, filename)).convert_alpha()
self.image = pygame.transform.scale(self.image, self.ball_size)
self.rect = self.image.get_rect()
self.rect.left = randint(Settings.window_width, Settings.window_width * 2)
self.rect.centery = Settings.window_height // 2
self.speed_h = speed
def update(self):
self.rect.move_ip((self.speed_h, 0))
if self.rect.right <= 0:
self.kill() #löschen der Sprites wenn sie Unten ankommen
def draw(self, screen):
screen.blit(self.image, self.rect)
class Game(object):
def __init__(self) -> None:
super().__init__()
pygame.init()
pygame.font.init()
self.screen = pygame.display.set_mode((Settings.window_width, Settings.window_height))
pygame.display.set_caption(Settings.title)
self.clock = pygame.time.Clock()
self.running = True
self.background = Background("Cave_Stage_Background.png")
self.font_message = pygame.font.Font(pygame.font.get_default_font(), 30)
self.zubat_group = pygame.sprite.Group()
self.rock_group = pygame.sprite.Group()
self.ball_group = pygame.sprite.Group()
self.powerup_1_group = pygame.sprite.Group()
self.powerup_2_group = pygame.sprite.Group()
self.zubat = Zubat('zubat0.png')
self.zubat_group.add(self.zubat)
self.rock_timer = Timer(5000)
self.powerup_1_mark = randint(30, 50)
self.powerup_2_mark = randint(30, 50)
self.ball_mark = 30
self.up1_timer = Timer(20000)
self.up2_timer = Timer(20000)
self.cooldown_timer = Timer(3000)
self.cooldown = False
self.mega_up = False
self.sound_up = False
self.game_end = False
self.fp = 1000
self.rocks_dodged = 0
self.powerup_1_count = 0
self.powerup_2_count = 0
def run(self):
while self.running:
self.clock.tick(60)
self.watch_for_events()
self.event()
self.rock_spawn()
self.update()
self.collision()
self.draw()
pygame.quit()
pygame.font.quit()
def watch_for_events(self):
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.running = False
if event.key == pygame.K_m: # activieren des ersten Powerups
if self.powerup_1_count > 0:
self.mega_up = True
self.up1_timer = Timer(20000)
print("Mega Up")
if event.key == pygame.K_s:
if self.powerup_2_count > 0:
self.sound_up = True
self.up2_timer = Timer(20000)
print("Sonic Up")
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP or event.key == pygame.K_DOWN: # wenn die tasten losgelassen werden, werden einem Punkte abgezogen
if self.fp != 0:
if self.mega_up == False:
self.fp -= 10
elif event.type == pygame.QUIT:
self.running = False
def update(self):
if self.fp > 0:
self.zubat_group.update()
self.ball_group.update()
self.powerup_1_group.update()
self.rock_group.update()
if self.fp <= 0:
self.zubat_group.empty() #spieler wird entfernt
def collision(self):
if self.cooldown_timer.is_next_stop_reached():
self.cooldown = False
if self.cooldown == False:
#print("hass")
if pygame.sprite.groupcollide(self.zubat_group, self.rock_group, False, False, pygame.sprite.collide_mask): #collision mit hindernissen
#print("hit")
self.cooldown_timer = Timer(3000)
self.cooldown = True
if self.mega_up == False:
self.fp -= 50
if self.fp <= 0:
self.fp = 0
print("hit")
print(self.fp)
if pygame.sprite.groupcollide(self.zubat_group, self.ball_group, False, True):
self.fp = 1000
print(self.fp)
if pygame.sprite.groupcollide(self.zubat_group, self.powerup_1_group, False, True):
if self.powerup_1_count < Settings.max_power:
self.powerup_1_count += 1
if pygame.sprite.groupcollide(self.zubat_group, self.powerup_2_group, False, True):
if self.powerup_2_count < Settings.max_power:
self.powerup_2_count += 1
def rock_spawn(self):
if len(self.ball_group) == 0:
if self.rock_timer.is_next_stop_reached():
for r in range (0, randint(1, Settings.max_ostacles)): #Anzahl der Gleichzeitigen Hindernisse in Settings mimimal 1
self.rock = Obstacle(randint(1,2))
self.rock_group.add(self.rock)
spawn_check(self.rock_group, 90)
def event(self): #powerups und pokebälle spawnen
if self.ball_mark == self.rocks_dodged: #pokebälle
#self.rock_group.empty()
self.ball = Event("rock2_unten.png", -2)
self.ball_group.add(self.ball)
self.ball_mark += 20 #zeitabstand verlängern, um schwierigkeit zu steigern
if self.powerup_1_mark == self.rocks_dodged:
self.up1 = Event("drop.png", -5)
self.powerup_1_group.add(self.up1)
self.powerup_1_mark += 20
if self.powerup_2_mark == self.rocks_dodged:
self.up1 = Event("dragonfly.png", -5)
self.powerup_2_group.add(self.up1)
self.powerup_2_mark += 20
if self.mega_up:
if self.up1_timer.is_next_stop_reached():
self.mega_up = False
if self.sound_up:
sonic_power(self.rock_group, self.sound_up)
if self.up2_timer.is_next_stop_reached():
self.sound_up = False
sonic_power(self.rock_group, self.sound_up)
def draw(self):
#print(pygame.time.get_ticks())
self.background.draw(self.screen)
self.zubat_group.draw(self.screen)
self.rock_group.draw(self.screen)
self.ball_group.draw(self.screen)
self.powerup_1_group.draw(self.screen)
self.powerup_2_group.draw(self.screen)
if self.fp <= 0: # ausgae am ende mit bestspieler liste
top_three = rank()
if not self.game_end:
save_state(app.name, self.rocks_dodged)
self.game_end = True
self.end_screen = self.font_message.render(f"You lost! Your Score is {self.rocks_dodged}", True, [0, 0, 0])
self.best_screen = self.font_message.render(f"The best player was '{top_three[0][1]}', with {top_three[0][0]} Points", True, [0, 0, 0])
#self.retry_screen = self.font_message.render("Press [x] if you want to try again", True, [0, 0, 0])
self.screen.blit(self.end_screen, (Settings.window_width//2 - self.end_screen.get_rect().centerx, Settings.window_height//2 - self.end_screen.get_rect().centery))
self.screen.blit(self.best_screen, (Settings.window_width//2 - self.best_screen.get_rect().centerx, Settings.window_height//2 - self.best_screen.get_rect().centery + 30))
#self.screen.blit(self.retry_screen, (Settings.window_width//2 - self.retry_screen.get_rect().centerx, Settings.window_height//2 - self.retry_screen.get_rect().centery + 60))
pygame.display.flip()
if __name__ == "__main__":
os.environ["SDL_VIDEO_WINDOW_POS"] = "500, 50"
app = Application(master=root)
app.mainloop()
game = Game()
game.run()