import pygame class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() player_right = pygame.image.load("images/stickman_right.png") player_right = pygame.transform.scale(player_right, (30, 67)) player_left = pygame.image.load("images/stickman_left.png") player_left = pygame.transform.scale(player_left, (30, 67)) self.player_direction = [player_right, player_left] self.image = self.player_direction[0] self.rect = self.image.get_rect(center = (0, 150)) self.walking_speed = 10 def player_inputs(self): key = pygame.key.get_pressed() if key[pygame.K_a]: self.rect.x -= self.walking_speed self.image = self.player_direction[1] if key[pygame.K_d]: self.rect.x += self.walking_speed self.image = self.player_direction[0] if key[pygame.K_s]: self.rect.y += self.walking_speed if key[pygame.K_w]: self.rect.y -= self.walking_speed def get_last_position(self): self.last_position = self.rect.topleft def set_back(self): self.rect.topleft = self.last_position def left_screen(self): if self.rect.x > 1860: self.rect.x = -60 if self.rect.x < -60: self.rect.x = 1860 def left_scene(self, current_scene): if current_scene == "scene_1" and self.rect.y <= -80: self.rect.x = 900 self.rect.y = 1050 return "scene_2" return current_scene def update(self): self.get_last_position() self.player_inputs() self.left_screen() 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=None, street=None, crossing_id=None): super().__init__() self.image = pygame.Surface([width, height], pygame.SRCALPHA) self.image.fill((0, 0, 0, 255)) self.rect = self.image.get_rect(center=(left, top)) self.id = id self.street = street self.crossing_id = crossing_id def light_up(self, r, g, b, oppacity): self.image.fill((r, g, b, oppacity)) def reset_light(self): self.image.fill((0, 0, 0)) class Detectors(pygame.sprite.Sprite): def __init__(self, left, top, width, height, id=None, street=None, crossing_id=None): super().__init__() self.image = pygame.Surface([width, height], pygame.SRCALPHA) self.image.fill((0, 0, 0, 0)) #pygame.draw.rect(self.image, "White", self.image.get_rect(), 1) # Zum Debuggen eine Umrandung self.rect = self.image.get_rect(center=(left, top)) self.id = id self.street = street self.crossing_id = crossing_id