Files
2026-10-19 20:29:13 +02:00

131 lines
3.6 KiB
Python

import pygame
class Walker:
def __init__(self,pos,size):
self.pos = pos
self.size = size
self.walk_direction = (0,0)
def grow(self):
self.size = self.size + 1
def controls(self):
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_UP]:
pos = (walker.pos[0], walker.pos[1] - 1)
self.pos = pos
self.walk_direction = (self.walk_direction[0],self.walk_direction[1]-1)
if keys_pressed[pygame.K_DOWN]:
pos = (walker.pos[0], walker.pos[1] + 1)
self.pos = pos
self.walk_direction = (self.walk_direction[0], self.walk_direction[1] - 1)
if keys_pressed[pygame.K_LEFT]:
pos = (walker.pos[0] - 1, walker.pos[1])
self.pos = pos
self.walk_direction = (self.walk_direction[0], self.walk_direction[1] - 1)
if keys_pressed[pygame.K_RIGHT]:
pos = (walker.pos[0] + 1, walker.pos[1])
self.pos = pos
self.walk_direction = (self.walk_direction[0], self.walk_direction[1] - 1)
if keys_pressed[pygame.K_SPACE]:
x=0
projectiles[x] = Particle(walker.pos[0],walker.pos[1])
projectiles[x].apply_force(self.walk_direction)
x+=1
def appearance(self,screen):
pygame.draw.circle(screen, RED, self.pos, self.size)
class Particle:
def __init__(self,x,y):
self.pos = (x,y)
self.velocity = (0,0)
self.accel = (0,0)
self.surface = None
def set_surface(self,surface):
self.surface = surface
def appear(self,screen):
if self.surface is not None:
pygame.draw.circle(screen, BLUE, self.pos, CIRCLE_RADIUS)
blit_pos = (self.pos[0]-self.surface.get_width()/2, self.pos[1]-self.surface.get_height()/2)
screen.blit(self.surface, blit_pos)
def update(self):
self.velocity = (self.velocity[0]+self.accel[0], self.velocity[1]+self.accel[1])
self.pos = (self.pos[0] + self.velocity[0], self.pos[1] + self.velocity[1])
self.accel = (0,0)
def apply_force(self,force):
self.accel = (self.accel[0]+force[0],self.accel[1]+force[1])
projectiles = {}
width = 640
height = 600
SIZE = (width, height)
FRICTION = 0.3
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
CIRCLE_RADIUS = 2
BLACK = (0, 0, 0)
def init_circle():
global particle
particle = Particle(width // 2, height // 2)
surface = pygame.Surface((CIRCLE_RADIUS * 2, CIRCLE_RADIUS * 2))
pygame.draw.circle(surface, RED, (CIRCLE_RADIUS, CIRCLE_RADIUS), CIRCLE_RADIUS)
particle.set_surface(surface.convert_alpha())
def main():
screen = init_game()
game_loop(screen)
exit_game()
def init_game():
global clock
global walker
walker = Walker((300,300),10)
clock = pygame.time.Clock()
pygame.init()
screen = pygame.display.set_mode(SIZE)
init_circle()
return screen
def game_loop(screen):
while True:
if not event_handling():
break
if not update_game():
break
event_handling()
update_game()
draw_screen(screen)
def event_handling():
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
return True
def update_game():
walker.controls()
for x in projectiles:
projectiles[x].update()
clock.tick(60)
return True
def draw_screen(screen):
screen.fill(BLACK)
walker.appearance(screen)
for x in projectiles:
projectiles[x].appear(screen)
pygame.display.flip()
def exit_game():
pygame.quit()
main()