To much gap between last commit

Im now working next on shoorting for turret

Added new sand map and new cannon tower images aswell as function to play animations, showing range, placing turrets on allowed tiles for towers

Buy and cancel button to buy towers
This commit is contained in:
2026-07-04 23:50:07 +02:00
parent 0171a5c845
commit f3a5647e5b
40 changed files with 248 additions and 24 deletions
+107 -6
View File
@@ -1,6 +1,7 @@
from game.screens.base_screen import BaseScreen
from game.enemy import Enemy
from game.camera import Camera
from game.tower import Tower, TowerGroup
from game.util import *
import pygame as pg
import pygame_gui as pgi
@@ -15,19 +16,99 @@ class GamePlay(BaseScreen):
# self.map_surface = pg.surface.Surface((self.game_surface.get_width()/self.tile_multiplicator,self.game_surface.get_height()/self.tile_multiplicator))
self.camera = Camera()
self.center = (self.game_surface.get_width() /2, self.game_surface.get_height() /2)
self.movment = [False, False, False, False]
self.selected = None
self.notunselect = True
self.map = 'test'
self.map = 'desert'
self.path = 'assets/maps/' + str(self.map) + '.json'
self.enemy = Enemy(self.game, 0.5, 100)
try:
self.game.tilemap.load(self.path)
except FileNotFoundError:
print('File not Found')
self.enemy_group = pg.sprite.Group()
self.tower_group = TowerGroup()
self.enemy = Enemy(self.game, 0.5, 100)
self.buy_button = pgi.elements.UIButton(
relative_rect=pg.Rect(
self.width - 200,
self.height -250,
150,
50
),
text="Buy Tower",
manager=self.game.ui_manager
)
self.cancel_button = pgi.elements.UIButton(
relative_rect=pg.Rect(
self.width - 200,
self.height -175,
150,
50
),
text="Cancel",
manager=self.game.ui_manager
)
self.buy_button.hide()
self.cancel_button.hide()
self.bought = False
self.elements = [
self.buy_button,
self.cancel_button
]
def process_event(self, event):
#calculate tile position from mouse position
self.mpos = pg.mouse.get_pos()
game_rect = self.game_surface.get_rect(topleft=(0, self.height / 6))
if game_rect.collidepoint(self.mpos):
local_mpos = (
self.mpos[0] - game_rect.x,
self.mpos[1] - game_rect.y
)
world_pos = self.camera.screen_to_world(local_mpos)
self.tile_pos_decimal = pixel_to_tile(world_pos, self.game.tilemap.tile_size)
self.tile_pos = (int(self.tile_pos_decimal[0]), int(self.tile_pos_decimal[1]))
else:
self.tile_pos = None
if event.type == pgi.UI_BUTTON_PRESSED:
if event.ui_element == self.buy_button:
self.bought = True
# self.tower = Tower(self.game, self.mpos, self.tile_pos, 'cannon')
if event.ui_element == self.cancel_button:
self.bought = False
self.tile_pos = (int(self.tile_pos_decimal[0]), int(self.tile_pos_decimal[1]))
if event.type == pg.MOUSEBUTTONDOWN:
if self.tile_pos is not None:
if event.button == 1:
self.selected = self.select_turret(self.tile_pos)
self.clear_selection()
if self.selected is not None:
print(f'selected: {self.selected}')
self.selected.selected = True
print(f'{self.selected}')
if self.bought:
if self.game.tilemap.placeable(self.tile_pos):
if not any(tower.tile_pos == self.tile_pos for tower in self.tower_group):
tower = Tower(self.game, self.mpos, self.tile_pos, 'cannon', 40)
self.tower_group.add(tower)
self.bought = False
if event.button == 3:
for tower in self.tower_group:
if tower.tile_pos == self.tile_pos:
tower.kill()
if event.type == pg.KEYDOWN:
if event.key == pg.K_a:
self.movment[0] = True
@@ -39,9 +120,9 @@ class GamePlay(BaseScreen):
self.movment[3] = True
if event.key == pg.K_q:
self.camera.change_zoom(-0.25)
self.camera.zoom_offset(self.center, -0.25)
if event.key == pg.K_e:
self.camera.change_zoom(0.25)
self.camera.zoom_offset(self.center ,0.25)
if event.type == pg.KEYUP:
if event.key == pg.K_a:
self.movment[0] = False
@@ -54,6 +135,7 @@ class GamePlay(BaseScreen):
def update(self, dt):
self.enemy.update()
self.tower_group.update("sigma")
self.camera.move((self.movment[1] - self.movment[0]) * 2, (self.movment[3] - self.movment[2]) * 2)
@@ -64,7 +146,26 @@ class GamePlay(BaseScreen):
self.game.tilemap.render_game(self.game_surface, self.camera)
self.enemy.render(self.game_surface, self.camera)
self.tower_group.render(self.game_surface, self.camera)
if self.bought:
if self.game.tilemap.placeable(self.tile_pos):
self.game_surface.blit(pg.transform.scale2x(self.game.assets["cannon"]), (self.mpos[0] - (self.game.tilemap.tile_size //2), self.mpos[1] - (self.game.tilemap.tile_size //2 + self.height/6)))
else:
self.game_surface.blit(pg.transform.scale2x(self.game.assets["red_cannon"]), (self.mpos[0] - (self.game.tilemap.tile_size //2), self.mpos[1] - (self.game.tilemap.tile_size //2 + self.height/6)))
# self.game_surface.blit(pg.transform.scale(self.map_surface, self.game_surface.get_size()))
surface.blit(self.game_surface, (0, self.height/6))
# if self.bought:
# self.game_surface.blit(pg.transform.scale2x(self.game.assets["cannon"]), (self.mpos[0] - (self.game.tilemap.tile_size //2), self.mpos[1] - (self.game.tilemap.tile_size //2)))
def select_turret(self, tile_pos):
for tower in self.tower_group:
if (tile_pos[0], tile_pos[1]) == (tower.tile_pos[0], tower.tile_pos[1]):
return tower
def clear_selection(self):
for tower in self.tower_group:
tower.selected = False
-1
View File
@@ -70,7 +70,6 @@ class MainMenu(BaseScreen):
if event.type == pgi.UI_BUTTON_PRESSED:
if event.ui_element == self.play_button:
# Zum Gameplay wechseln
self.game.change_screen("game")