import sys import random import pygame import numpy as np import rasterio from player import Player from enemy import Enemy from tapwater import TapWater from settings import PLAYER_SIZE, MAP_PATH, WIDTH, HEIGHT, MINIMAP_MARGIN DEBUG = False MAX_AMMO = 5 trinkbrunnen_positions = np.load('trinkbrunnen_pixel_positions.npy') # Nach dem Laden der Positionen: used_brunnen = [False] * len(trinkbrunnen_positions) pygame.init() # logo_img = pygame.image.load("images/logo.png") # pygame.display.set_icon(logo_img) WIN = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Wasser der Regierung") logo_img = pygame.image.load("images/Wasser_der_Regierung.PNG") pygame.display.set_icon(logo_img) def load_map(path): try: arr = rasterio.open(path).read(1) arr = np.nan_to_num(arr - 272.15, nan=0) arr = np.clip(arr, np.percentile(arr, 5), np.percentile(arr, 95)) arr = ((arr - arr.min()) / (arr.max() - arr.min()) * 255).astype(np.uint8) arr = np.stack([arr, arr, arr], -1) surf = pygame.surfarray.make_surface(arr) return surf, arr.shape[1], arr.shape[0] except Exception as e: print(f"Map load error: {e}") return None, WIDTH, HEIGHT map_surface, MAP_W, MAP_H = load_map(MAP_PATH) DIST_FACTOR = 2.0 # 2.0 = doppelte Entfernung, 1.0 = Standard # Karte vergrößern scaled_map = pygame.transform.smoothscale(map_surface, (int(MAP_W * DIST_FACTOR), int(MAP_H * DIST_FACTOR))) WIN.blit(scaled_map, (0, 0)) MINIMAP_WIDTH = 200 MINIMAP_HEIGHT = int(MAP_H / MAP_W * MINIMAP_WIDTH) def draw_minimap(win, map_surface, player, enemies, bottles): mini = pygame.transform.smoothscale(map_surface, (MINIMAP_WIDTH, MINIMAP_HEIGHT)) win.blit(mini, (WIDTH - MINIMAP_WIDTH - MINIMAP_MARGIN, MINIMAP_MARGIN)) def map2mini(x, y): mx = int(x / MAP_W * MINIMAP_WIDTH) my = int(y / MAP_H * MINIMAP_HEIGHT) return WIDTH - MINIMAP_WIDTH - MINIMAP_MARGIN + mx, MINIMAP_MARGIN + my pygame.draw.circle(win, (0, 255, 0), map2mini(player.x + PLAYER_SIZE // 2, player.y + PLAYER_SIZE // 2), 5) for enemy in enemies: color = (0, 128, 255) if enemy.is_human else (255, 0, 0) if enemy.controlled else (200, 200, 0) ex, ey = map2mini(enemy.x + PLAYER_SIZE // 4, enemy.y + PLAYER_SIZE // 4) pygame.draw.circle(win, color, (ex, ey), 5) for bottle in bottles: pygame.draw.circle(win, (0, 180, 255), map2mini(bottle.x, bottle.y), 3) def show_win_screen(win): win.fill((40, 180, 80)) font = pygame.font.SysFont(None, 72) text = font.render("Gewonnen!", True, (255, 255, 255)) win.blit(text, (win.get_width() // 2 - text.get_width() // 2, win.get_height() // 2 - text.get_height() // 2)) pygame.display.update() pygame.time.wait(5000) def show_lose_screen(win): win.fill((180, 40, 40)) font = pygame.font.SysFont(None, 72) text = font.render("Verloren!", True, (255, 255, 255)) win.blit(text, (win.get_width() // 2 - text.get_width() // 2, win.get_height() // 2 - text.get_height() // 2)) pygame.display.update() pygame.time.wait(5000) def main(): from settings import PLAYER_IMG_PATH, ENEMY_IMG_PATH, HUMAN_IMG_PATH, PLAYER_SIZE, load_img player_img = load_img(PLAYER_IMG_PATH, (PLAYER_SIZE, PLAYER_SIZE)) enemy_img = load_img(ENEMY_IMG_PATH, (PLAYER_SIZE, PLAYER_SIZE)) human_img = load_img(HUMAN_IMG_PATH, (PLAYER_SIZE, PLAYER_SIZE)) player = Player(MAP_W // 2, MAP_H // 2, player_img) enemies = [ Enemy(random.randint(0, MAP_W - PLAYER_SIZE), random.randint(0, MAP_H - PLAYER_SIZE), enemy_img, human_img, i == 0) for i in range(20)] bottles = [] minimap_visible = True clock = pygame.time.Clock() running = True while running: clock.tick(60) for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: if player.ammo > 0: bottles.append(TapWater(player.x, player.y, player.dir)) player.ammo -= 1 else: print("Keine Munition!") if event.key == pygame.K_m: minimap_visible = not minimap_visible keys = pygame.key.get_pressed() player.move(keys, MAP_W, MAP_H) for enemy in enemies: enemy.move(keys, player, MAP_W, MAP_H) enemy.check_kill_player(player) for bottle in bottles[:]: for enemy in enemies: if enemy.rect.colliderect(bottle.rect): enemy.take_damage(20) bottles.remove(bottle) break bottles = [b for b in bottles if 0 <= b.x <= MAP_W and 0 <= b.y <= MAP_H] ox = max(0, min(player.x + PLAYER_SIZE // 2 - WIDTH // 2, MAP_W - WIDTH)) oy = max(0, min(player.y + PLAYER_SIZE // 2 - HEIGHT // 2, MAP_H - HEIGHT)) if scaled_map: WIN.blit(scaled_map, (0, 0), area=pygame.Rect(ox, oy, WIDTH, HEIGHT)) else: WIN.fill((255, 255, 255)) for px, py in trinkbrunnen_positions: pygame.draw.circle(WIN, (0, 0, 0), (px - ox, py - oy), 4) player.draw(WIN, ox, oy) for bottle in bottles: bottle.draw(WIN, ox, oy) for enemy in enemies: enemy.draw(WIN, ox, oy) if minimap_visible: draw_minimap(WIN, map_surface, player, enemies, bottles) player_rect = pygame.Rect(player.x, player.y, PLAYER_SIZE, PLAYER_SIZE) # Beim Auffüllen: for i, (px, py) in enumerate(trinkbrunnen_positions): brunnen_rect = pygame.Rect(px, py, 20, 20) if player_rect.colliderect(brunnen_rect) and not used_brunnen[i] and player.ammo < MAX_AMMO: player.ammo += 3 used_brunnen[i] = True # Brunnen blockieren font = pygame.font.SysFont(None, 32) ammo_text = font.render(f"Wasser: {player.ammo}", True, (0, 0, 255)) WIN.blit(ammo_text, (20, 20)) pygame.display.update() if not player.alive: show_lose_screen(WIN) running = False elif all(not e.alive or e.health <= 0 for e in enemies): show_win_screen(WIN) running = False pygame.quit() sys.exit() if __name__ == "__main__": main()