Laternen erstellt und Lichtsensoren und die lichter anschaltet, sobald der Spieler in der Nähe ist

This commit is contained in:
moritz 2024-07-06 22:34:48 +02:00
parent f1b81eb92c
commit 753cb75b1d
3 changed files with 82 additions and 8 deletions

View file

@ -14,8 +14,32 @@ clock = pygame.time.Clock()
player = pygame.sprite.GroupSingle() player = pygame.sprite.GroupSingle()
player.add(sprites.Player()) player.add(sprites.Player())
top_street_boarder = pygame.Rect(0, 50, SCREEN_WIDTH, 4) streets = pygame.sprite.Group()
street_1 = sprites.Streets(0, 100, SCREEN_WIDTH, 4)
street_2 = sprites.Streets(0, 200, SCREEN_WIDTH, 4)
streets.add(street_1)
streets.add(street_2)
lanterns = pygame.sprite.Group()
lantern_list = []
detectors = pygame.sprite.Group()
detectors_list = []
id = 1
for y_pos in range(50, 251, 200):
x_pos = 100
while x_pos < SCREEN_WIDTH:
lantern = sprites.Lanterns(x_pos, y_pos, 25, 25, id)
lantern_list.append(lantern)
detector = sprites.Detectors(x_pos, y_pos, 133, 300, id)
detectors_list.append(detector)
x_pos += 150
id += 1
for item in lantern_list:
lanterns.add(item)
for item in detectors_list:
detectors.add(item)
if __name__ == "__main__": if __name__ == "__main__":
@ -27,14 +51,25 @@ if __name__ == "__main__":
screen.fill("Grey") screen.fill("Grey")
detectors.draw(screen)
streets.draw(screen)
lanterns.draw(screen)
player.draw(screen) player.draw(screen)
player.update() player.update()
for lantern in lanterns:
lantern.reset_light()
#pygame.draw.rect(screen, (0, 0, 0), line) # Check for collision and light up corresponding lantern
collisions = pygame.sprite.spritecollide(player.sprite, detectors, False)
for detector in collisions:
for lantern in lanterns:
if lantern.id == detector.id:
lantern.light_up()
if pygame.sprite.spritecollide(player.sprite, streets, False):
player.sprite.set_back()
#if stickman_rect.colliderect(line):
# stickman_rect.y = 55
pygame.display.update() pygame.display.update()
clock.tick(60) clock.tick(60)

View file

@ -10,7 +10,9 @@ class Player(pygame.sprite.Sprite):
self.player_direction = [player_right, player_left] self.player_direction = [player_right, player_left]
self.image = self.player_direction[0] self.image = self.player_direction[0]
self.rect = self.image.get_rect(topleft = (0, 55)) self.rect = self.image.get_rect(center = (0, 150))
def player_inputs(self): def player_inputs(self):
key = pygame.key.get_pressed() key = pygame.key.get_pressed()
@ -25,5 +27,42 @@ class Player(pygame.sprite.Sprite):
if key[pygame.K_w]: if key[pygame.K_w]:
self.rect.y -= 3 self.rect.y -= 3
def get_last_position(self):
self.last_position = self.rect.topleft
def set_back(self):
self.rect.topleft = self.last_position
def update(self): def update(self):
self.get_last_position()
self.player_inputs() self.player_inputs()
class Streets(pygame.sprite.Sprite):
def __init__(self, left, top, width, height):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill((0, 0, 0))
self.rect = self.image.get_rect(topleft=(left, top))
class Lanterns(pygame.sprite.Sprite):
def __init__(self, left, top, width, height, id):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill((0, 0, 0))
self.rect = self.image.get_rect(center=(left, top))
self.id = id
def light_up(self):
self.image.fill((255, 255, 0))
def reset_light(self):
self.image.fill((0, 0, 0))
class Detectors(pygame.sprite.Sprite):
def __init__(self, left, top, width, height, id):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill("Grey")
self.rect = self.image.get_rect(center=(left, top))
self.id = id