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import pygame
class entity:
def __init__(self, x, y, img, radius, color):
self.rotation = 0
self.radius = radius
self.pos = pygame.Vector2(x, y)
self.hitbox = pygame.Rect(x, y, radius*2, radius*2)
self.color = color
self.hitbox.x = x
self.hitbox.y = y
self.sprite = pygame.image.load(img)
self.sprite = pygame.transform.scale(self.sprite,
(radius * 2, radius * 2))
self.hitbox.x = self.pos.x - self.radius
self.hitbox.y = self.pos.y - self.radius
def move(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
self.pos.y -= 300 * dt
if keys[pygame.K_s]:
self.pos.y += 300 * dt
if keys[pygame.K_a]:
self.pos.x -= 300 * dt
if keys[pygame.K_d]:
self.pos.x += 300 * dt
while self.pos.x > 1280:
self.pos.x = self.pos.x - 1
while self.pos.x < 0:
self.pos.x = self.pos.x + 1
while self.pos.y > 720:
self.pos.y = self.pos.y - 1
while self.pos.y < 0:
self.pos.y = self.pos.y + 1
self.hitbox.x = self.pos.x - self.radius
self.hitbox.y = self.pos.y - self.radius
def update(self, things, rot):
pass
def draw(self, debug):
screen.blit(self.sprite, self.pos)
if debug == 1:
pygame.draw.rect(screen, self.color, self.hitbox)
def __collide(self, things):
for i in things:
if self.hitbox.colliderect(i.hitbox):
return i
pygame.init()
screen = pygame.display.set_mode((1280, 720))
clock = pygame.time.Clock()
running = True
dt = 0
bg = pygame.image.load("./bg.png")
bg = pygame.transform.scale(bg, (1280, 720))
player = entity(screen.get_width() / 2, screen.get_height() / 2,
"./player.png", 40, "red")
enemys = []
for i in range(3):
enemys.append(entity(100, 100, "./player.png", 40, "blue"))
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
screen.blit(bg, (0, 0))
player.update(enemys, 1)
player.move()
player.draw(1)
for i in enemys:
i.draw(0)
pygame.display.flip()
dt = clock.tick(30) / 1000
pygame.quit()
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