Laternen erstellt und Lichtsensoren und die lichter anschaltet, sobald der Spieler in der Nähe ist
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@ -14,8 +14,32 @@ clock = pygame.time.Clock()
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player = pygame.sprite.GroupSingle()
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player.add(sprites.Player())
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top_street_boarder = pygame.Rect(0, 50, SCREEN_WIDTH, 4)
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streets = pygame.sprite.Group()
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street_1 = sprites.Streets(0, 100, SCREEN_WIDTH, 4)
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street_2 = sprites.Streets(0, 200, SCREEN_WIDTH, 4)
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streets.add(street_1)
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streets.add(street_2)
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lanterns = pygame.sprite.Group()
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lantern_list = []
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detectors = pygame.sprite.Group()
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detectors_list = []
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id = 1
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for y_pos in range(50, 251, 200):
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x_pos = 100
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while x_pos < SCREEN_WIDTH:
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lantern = sprites.Lanterns(x_pos, y_pos, 25, 25, id)
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lantern_list.append(lantern)
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detector = sprites.Detectors(x_pos, y_pos, 133, 300, id)
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detectors_list.append(detector)
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x_pos += 150
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id += 1
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for item in lantern_list:
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lanterns.add(item)
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for item in detectors_list:
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detectors.add(item)
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if __name__ == "__main__":
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@ -26,16 +50,27 @@ if __name__ == "__main__":
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run = False
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screen.fill("Grey")
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screen.fill("Grey")
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detectors.draw(screen)
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streets.draw(screen)
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lanterns.draw(screen)
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player.draw(screen)
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player.update()
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#pygame.draw.rect(screen, (0, 0, 0), line)
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for lantern in lanterns:
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lantern.reset_light()
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#if stickman_rect.colliderect(line):
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# stickman_rect.y = 55
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# Check for collision and light up corresponding lantern
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collisions = pygame.sprite.spritecollide(player.sprite, detectors, False)
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for detector in collisions:
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for lantern in lanterns:
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if lantern.id == detector.id:
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lantern.light_up()
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if pygame.sprite.spritecollide(player.sprite, streets, False):
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player.sprite.set_back()
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pygame.display.update()
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clock.tick(60)
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@ -10,7 +10,9 @@ class Player(pygame.sprite.Sprite):
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self.player_direction = [player_right, player_left]
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self.image = self.player_direction[0]
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self.rect = self.image.get_rect(topleft = (0, 55))
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self.rect = self.image.get_rect(center = (0, 150))
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def player_inputs(self):
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key = pygame.key.get_pressed()
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@ -25,5 +27,42 @@ class Player(pygame.sprite.Sprite):
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if key[pygame.K_w]:
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self.rect.y -= 3
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def get_last_position(self):
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self.last_position = self.rect.topleft
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def set_back(self):
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self.rect.topleft = self.last_position
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def update(self):
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self.player_inputs()
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self.get_last_position()
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self.player_inputs()
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class Streets(pygame.sprite.Sprite):
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def __init__(self, left, top, width, height):
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super().__init__()
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self.image = pygame.Surface([width, height])
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self.image.fill((0, 0, 0))
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self.rect = self.image.get_rect(topleft=(left, top))
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class Lanterns(pygame.sprite.Sprite):
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def __init__(self, left, top, width, height, id):
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super().__init__()
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self.image = pygame.Surface([width, height])
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self.image.fill((0, 0, 0))
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self.rect = self.image.get_rect(center=(left, top))
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self.id = id
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def light_up(self):
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self.image.fill((255, 255, 0))
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def reset_light(self):
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self.image.fill((0, 0, 0))
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class Detectors(pygame.sprite.Sprite):
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def __init__(self, left, top, width, height, id):
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super().__init__()
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self.image = pygame.Surface([width, height])
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self.image.fill("Grey")
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self.rect = self.image.get_rect(center=(left, top))
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self.id = id
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