Files
Habegger_loader_game/main.py

792 lines
29 KiB
Python

import asyncio
import pygame
import random
import sys
import os
import time
from pygame import FULLSCREEN
# === Konstanten ===
SCREEN_WIDTH = 1920
SCREEN_HEIGHT = 1080
FPS = 60
TOP_BAR_HEIGHT = SCREEN_HEIGHT // 8
GAME_AREA_HEIGHT = SCREEN_HEIGHT // 1.6
BOTTOM_BAR_HEIGHT = SCREEN_HEIGHT // 4
TRAILER_WIDTH = int(SCREEN_WIDTH * 0.885416666667)
TRAILER_HEIGHT = int(SCREEN_HEIGHT * 0.2778)
TRAILER_X = (SCREEN_WIDTH - TRAILER_WIDTH) // 4
TRAILER_Y = TOP_BAR_HEIGHT + 200
CASE_SPEED_SLOW = 3
CASE_SPEED_FAST = 8
CASE_COLORS = [(200, 0, 0), (0, 200, 0), (0, 0, 200)]
SNAP_THRESHOLD = 60
FAST_TO_SLOW_DISTANCE = 120
UNIT_LENGTH = TRAILER_HEIGHT // 3
UNIT_HEIGHT = TRAILER_HEIGHT // 3
# === Globale Variablen ===
current_case_visible = True
transition_fps = 60
transition_counter = 0
collision_x = TRAILER_X
stacked_cases = []
case_sequence = []
case_index = 0
current_case = None
next_queue = []
running = True
can_use_tilt = True
can_use_on_top = True
game_finished = False
shake_timer = 0
state = 1 # PLAYING
prepared_form = None
ready_to_submit = False
touch_start = None
touch_start_time = None
def init_sounds():
global sound_fail, sound_place, sound_roll, sound_tut1, sound_tut2, sound_tuuut, zip_sound
pygame.mixer.init()
sound_fail = pygame.mixer.Sound("sounds/fail.ogg")
sound_fail.set_volume(0.6)
sound_place = pygame.mixer.Sound("sounds/place.ogg")
sound_place.set_volume(0.6)
sound_roll = pygame.mixer.Sound("sounds/roll.ogg")
sound_roll.set_volume(0.3)
sound_tut1 = pygame.mixer.Sound("sounds/tut1.ogg")
sound_tut1.set_volume(1)
sound_tut2 = pygame.mixer.Sound("sounds/tut2.ogg")
sound_tut2.set_volume(1)
sound_tuuut = pygame.mixer.Sound("sounds/tuuut.ogg")
sound_tuuut.set_volume(1)
zip_sound = pygame.mixer.Sound("sounds/zip.ogg")
zip_sound.set_volume(1)
print("Sounds erfolgreich geladen.")
case_images = {}
async def touch(event):
global touch_start, touch_start_time
if event.type == pygame.FINGERDOWN and not touch_start:
touch_start = (event.x * SCREEN_WIDTH, event.y * SCREEN_HEIGHT)
touch_start_time = time.time()
print("touch_start")
return False
elif event.type == pygame.FINGERUP and touch_start:
end = (event.x * SCREEN_WIDTH, event.y * SCREEN_HEIGHT)
duration = time.time() - touch_start_time
dx = end[0] - touch_start[0]
dy = end[1] - touch_start[1]
print("touch_end")
print(f"Touch dx={dx}, dy={dy}, duration={duration}")
touch_start = None
touch_start_time = None
if abs(dx) < 30 and abs(dy) < 30 and duration < 0.1:
return "snap"
elif dx < -50 and abs(dy) < 80 and duration > 0.08:
return "tilt"
elif dy < -50 and abs(dx) < 80 and duration > 0.08:
return "ontop"
else:
print("touch problem")
return False
return False
async def is_SPACE_event(event):
# Tastatur oder Joystick A
if (event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE) or \
(event.type == pygame.JOYBUTTONDOWN and event.button == 0):
return True
# Mausklick (nur Linksklick, für Desktop-Tests)
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
return True
return False
async def is_LEFT_event(event):
# Tastatur oder Joystick links
if ((event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT) or
(event.type == pygame.JOYHATMOTION and event.value[0] == -1) or
(event.type == pygame.JOYBUTTONDOWN and event.button == 2)):
return True
return False
async def is_UP_event(event):
# Tastatur oder Joystick oben
if ((event.type == pygame.KEYDOWN and event.key == pygame.K_UP) or
(event.type == pygame.JOYHATMOTION and event.value[1] == 1) or
(event.type == pygame.JOYBUTTONDOWN and event.button == 3)):
return True
return False
async def init_game():
global screen, clock, font, controls
pygame.init()
pygame.joystick.init()
init_sounds()
if pygame.joystick.get_count() > 0:
joystick = pygame.joystick.Joystick(0)
joystick.init()
print(f"Controller erkannt: {joystick.get_name()}")
controls = "tutorial_controller"
else:
controls = "tutorial"
print("Kein Controller gefunden.")
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Habegger Loader Game")
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 48)
class Case:
def __init__(self, size=None):
global case_index
self.rotated = False
if not case_sequence:
generate_fill_sequence()
if size is None:
size = case_sequence[case_index % len(case_sequence)]
case_index += 1
self.length_units, self.height_units = size['w'], size['h']
if size['rotated']:
self.length_units, self.height_units = self.height_units, self.length_units
elif self.height_units * UNIT_LENGTH <= TRAILER_WIDTH and self.length_units * UNIT_HEIGHT <= TRAILER_HEIGHT and random.choice(
[True, False]):
self.length_units, self.height_units = self.height_units, self.length_units
self.width = self.length_units * UNIT_LENGTH
self.height = self.height_units * UNIT_HEIGHT
self.x = SCREEN_WIDTH
self.spawn_y = TRAILER_Y + TRAILER_HEIGHT - self.height
self.y = self.spawn_y
self.entry_angle = 0
self.color = random.choice(CASE_COLORS)
self.placed = False
self.allow_snap = False
self.snapped = False
self.occupied = False
self.rotated = False # <==== WICHTIG: HINZUFÜGEN!!!
global current_case_visible
current_case_visible = True
def move(self):
global collision_x
if not self.placed and not pygame.mixer.Channel(1).get_busy():
if sound_roll:
pygame.mixer.Channel(1).play(sound_roll, loops=-1)
distance_to_obstacle = self.x - collision_x
speed = CASE_SPEED_FAST if distance_to_obstacle > FAST_TO_SLOW_DISTANCE else CASE_SPEED_SLOW
self.x -= speed
if self.x <= collision_x + SNAP_THRESHOLD:
self.allow_snap = True
async def fail_snap(self):
global collision_x
steps = 5
bounce_distance = 20 # Pixel zurückspringen
for _ in range(steps):
self.x += bounce_distance / steps
draw_game()
pygame.display.flip()
await asyncio.sleep(0)
self.placed = True
self.snapped = True
collision_x = self.x + self.width
def can_place_on_top(self):
if self.placed:
return False
for base in reversed(stacked_cases):
if base.y <= TRAILER_Y:
continue
height_ok = base.y - self.height >= TRAILER_Y
width_ok = self.width <= base.width
aligned_with_barrier = abs(base.x + base.width - collision_x) < 5
space_free = all(not (
other.y + other.height == base.y and
other.x < base.x + base.width and
other.x + other.width > base.x
) for other in stacked_cases)
if height_ok and width_ok and aligned_with_barrier and space_free:
return True
return False
def collides_with_barrier(self):
return not self.snapped and self.x <= collision_x
def draw(self, surface=None):
global screen
surface = surface or screen
angle = getattr(self, 'entry_angle', 0)
if self.rotated:
key = f"case_w{self.height_units}_h{self.length_units}"
else:
key = f"case_w{self.length_units}_h{self.height_units}"
image = case_images.get(key)
if image:
if self.rotated:
image_to_draw = pygame.transform.scale(image, (self.height, self.width))
else:
image_to_draw = pygame.transform.scale(image, (self.width, self.height))
if self.rotated:
image_to_draw = pygame.transform.rotate(image_to_draw, 90)
if angle != 0:
image_to_draw = pygame.transform.rotate(image_to_draw, angle)
rect = image_to_draw.get_rect(center=(self.x + self.width // 2, self.y + self.height // 3))
surface.blit(image_to_draw, rect)
else:
surface.blit(image_to_draw, (self.x, self.y))
else:
pygame.draw.rect(surface, self.color, (self.x, self.y, self.width, self.height))
async def animate_snap(self):
if sound_roll:
pygame.mixer.Channel(1).stop()
global collision_x
target_x = collision_x
steps = 10
delta = (self.x - target_x) / steps
for _ in range(steps):
self.x -= delta
draw_game()
pygame.display.flip()
await asyncio.sleep(0)
self.x = target_x
self.placed = True
self.snapped = True
collision_x = self.x + self.width
async def animate_tip(self):
global current_case_visible
current_case_visible = False
key = f"case_w{self.length_units}_h{self.height_units}"
image = case_images.get(key)
if image:
original = pygame.transform.scale(image, (self.width, self.height)).convert_alpha()
else:
original = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
pygame.draw.rect(original, self.color, (0, 0, self.width, self.height))
steps = 10
for step in range(steps + 1):
angle = step * (90 / steps)
rotated = pygame.transform.rotate(original, angle)
new_rect = rotated.get_rect(bottomleft=(self.x, self.y + self.height))
draw_game()
screen.blit(rotated, new_rect)
pygame.display.flip()
await asyncio.sleep(0)
self.width, self.height = self.height, self.width
self.length_units, self.height_units = self.height_units, self.length_units
self.rotated = not getattr(self, 'rotated', False)
self.x = max(collision_x + SNAP_THRESHOLD // 2, self.x)
self.y = TRAILER_Y + TRAILER_HEIGHT - self.height
current_case_visible = True
async def animate_place_on_top(self):
if sound_roll:
pygame.mixer.Channel(1).stop()
global current_case_visible, collision_x
for base in reversed(stacked_cases):
height_ok = base.y - self.height >= TRAILER_Y
width_ok = self.width <= base.width
space_free = all(not (
other.y + other.height == base.y and
other.x < base.x + base.width and
other.x + other.width > base.x
) for other in stacked_cases)
if height_ok and width_ok and space_free:
start_y = self.y
target_y = base.y - self.height
steps = 10
for step in range(steps):
self.y = start_y - ((start_y - target_y) * (step + 1) / steps)
draw_game()
pygame.display.flip()
await asyncio.sleep(0)
self.y = target_y
start_x = self.x
target_x = base.x + base.width - self.width
for step in range(steps):
self.x = start_x - ((start_x - target_x) * (step + 1) / steps)
draw_game()
pygame.display.flip()
await asyncio.sleep(0)
self.x = target_x
self.placed = True
self.snapped = True
collision_x = self.x + self.width
return True
current_case_visible = True
return False
def load_case_images():
global case_images
for w in range(1, 5):
for h in range(1, 4):
key = f"case_w{w}_h{h}"
path = f"images/{key}.png"
if os.path.exists(path):
case_images[key] = pygame.image.load(path).convert_alpha()
async def show_start_sequence():
global zip_sound
center_x = TRAILER_X + TRAILER_WIDTH // 2
center_y = TRAILER_Y + TRAILER_HEIGHT // 2
colors = [(255, 0, 0), (255, 200, 0), (0, 255, 0)]
delays = [1000, 1000, 1000] # ms pro Punkt
sounds = [sound_tut1, sound_tut2, sound_tuuut]
radius = 90
for i in range(3):
await asyncio.sleep(0)
draw_game(hide_trailer=True)
pygame.draw.circle(screen, colors[i], (center_x, center_y), radius)
sounds[i].play()
pygame.display.flip()
pygame.time.delay(delays[i])
# Reißverschluss-Effekt
zip_sound.play()
duration = 200
steps = 60
for step in range(steps + 1):
await asyncio.sleep(0)
width = int(TRAILER_WIDTH * (step / steps))
draw_game(hide_trailer=True)
pygame.draw.rect(screen, (100, 100, 100), (TRAILER_X, TRAILER_Y, width, TRAILER_HEIGHT))
pygame.display.flip()
pygame.time.delay(duration // steps)
def load_instruction_image():
global controls
try:
image = pygame.image.load("images/"+controls+".png")
return pygame.transform.scale(image, (SCREEN_WIDTH, SCREEN_HEIGHT))
except:
return None
def load_background():
try:
image = pygame.image.load("images/background.png")
return pygame.transform.scale(image, (SCREEN_WIDTH, GAME_AREA_HEIGHT))
except:
return None
def draw_game(hide_trailer=False):
global shake_timer
offset_x = random.randint(-5, 5) if shake_timer > 0 else 0
offset_y = random.randint(-5, 5) if shake_timer > 0 else 0
if shake_timer > 0:
shake_timer -= 1
screen.fill((0, 0, 0))
pygame.draw.rect(screen, (0, 0, 0), (0, 0, SCREEN_WIDTH, TOP_BAR_HEIGHT))
title_font = pygame.font.SysFont(None, 64)
title_surface = title_font.render("Habegger Loader Game", True, (255, 255, 255))
screen.blit(title_surface, (50, 50))
# === Ladebalken zeichnen ===
percent_full = calculate_load_percent()
bar_width = 400
bar_height = 30
bar_x = SCREEN_WIDTH - bar_width - 50
bar_y = 50
pygame.draw.rect(screen, (80, 80, 80), (bar_x, bar_y, bar_width, bar_height))
pygame.draw.rect(screen, (0, 255, 0), (bar_x, bar_y, bar_width * (percent_full / 100), bar_height))
bar_font = pygame.font.SysFont(None, 36)
bar_text = bar_font.render(f"{int(percent_full)}% geladen", True, (255, 255, 255))
screen.blit(bar_text, (bar_x + bar_width // 2 - bar_text.get_width() // 2, bar_y + bar_height // 2 - bar_text.get_height() // 2))
# === Vorschau nächstes Case (nur Text) ===
preview_box_width = 150
preview_box_height = 80
preview_box_x = (SCREEN_WIDTH - preview_box_width) // 2
preview_box_y = SCREEN_HEIGHT - preview_box_height - 20
# Grauer Hintergrundkasten
pygame.draw.rect(screen, (80, 80, 80), (preview_box_x, preview_box_y, preview_box_width, preview_box_height),
border_radius=12)
# Überschrift: "B x H"
title_font = pygame.font.SysFont(None, 28)
title_surface = title_font.render("Next: (B x H)", True, (200, 200, 200))
title_x = preview_box_x + (preview_box_width - title_surface.get_width()) // 2
title_y = preview_box_y + 5
screen.blit(title_surface, (title_x, title_y))
# Text für nächstes Case (z.B. "2x1")
if next_queue:
next_case = next_queue[0]
preview_text = f"{next_case['w']}x{next_case['h']}"
preview_font = pygame.font.SysFont(None, 48)
text_surface = preview_font.render(preview_text, True, (255, 255, 255))
text_x = preview_box_x + (preview_box_width - text_surface.get_width()) // 2
text_y = title_y + title_surface.get_height() + 5
screen.blit(text_surface, (text_x, text_y))
# === Echte Vorschau der nächsten 3 Cases (horizontal in Top-Bar) ===
preview_start_x = 50
preview_start_y = SCREEN_HEIGHT - 200
spacing_between_cases = 80 # Fester Abstand zwischen den Vorschau-Cases
title_next = title_font.render("Next 3:", True, (200, 200, 200))
title_x = 50
title_y = SCREEN_HEIGHT - 250
screen.blit(title_next, (title_x, title_y))
current_x = preview_start_x
for i, case_data in enumerate(next_queue[:3]):
preview_width = case_data['w'] * (UNIT_LENGTH // 2)
preview_height = case_data['h'] * (UNIT_HEIGHT // 2)
preview_case_surface = pygame.Surface((preview_width, preview_height), pygame.SRCALPHA)
# Bild laden oder Rechteck zeichnen
key = f"case_w{case_data['w']}_h{case_data['h']}"
image = case_images.get(key)
if image:
image = pygame.transform.scale(image, (preview_width, preview_height))
preview_case_surface.blit(image, (0, 0))
else:
pygame.draw.rect(preview_case_surface, (180, 180, 180), (0, 0, preview_width, preview_height))
preview_y = preview_start_y
# Blit auf Hauptscreen
screen.blit(preview_case_surface, (current_x, preview_y))
# Nächste X-Position anpassen
current_x += preview_width + spacing_between_cases
if background_image:
screen.blit(background_image, (0, TOP_BAR_HEIGHT))
else:
pygame.draw.rect(screen, (0, 0, 0), (0, TOP_BAR_HEIGHT, SCREEN_WIDTH, GAME_AREA_HEIGHT))
if not hide_trailer:
pygame.draw.rect(screen, (100, 100, 100),
(TRAILER_X + offset_x, TRAILER_Y + offset_y, TRAILER_WIDTH, TRAILER_HEIGHT))
for c in stacked_cases:
c.draw(screen)
if current_case and current_case_visible:
current_case.draw(screen)
async def show_instruction_screen(image):
if not image:
return
waiting = True
while waiting:
screen.blit(image, (0, 0))
pygame.display.flip()
await asyncio.sleep(0)
for event in pygame.event.get():
result = await touch(event)
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif await is_SPACE_event(event) or (result == "snap"):
print (result == "snap")
waiting = False
async def fail_current_case():
global can_use_tilt, can_use_on_top, game_finished, shake_timer
if sound_fail:
sound_fail.play()
await current_case.fail_snap()
if current_case.x + current_case.width > TRAILER_X + TRAILER_WIDTH:
if stacked_cases and stacked_cases[-1] == current_case:
stacked_cases.pop()
else:
stacked_cases.append(current_case)
can_use_tilt = True
can_use_on_top = True
spawn_case_in_game()
shake_timer = 10
def generate_fill_sequence():
global case_sequence
try:
with open("case_sequences.txt", "r") as f:
sets = f.read().strip().split("\n\n")
chosen = random.choice(sets).strip().split("\n")
sequence = []
for line in chosen:
parts = line.strip().split(",")
if len(parts) == 3:
w, h, rot = int(parts[0]), int(parts[1]), parts[2].strip().lower() == 'true'
sequence.append({'w': w, 'h': h, 'rotated': rot})
case_sequence = sequence
except:
case_sequence = [{'w': 2, 'h': 1, 'rotated': False}, {'w': 1, 'h': 2, 'rotated': False}]
def spawn_case_in_game():
global current_case, next_queue, case_index
if not case_sequence:
generate_fill_sequence()
while len(next_queue) < 3:
index = (case_index + len(next_queue)) % len(case_sequence)
next_queue.append(case_sequence[index])
if case_index >= len(case_sequence):
current_case = None
return
case_data = case_sequence[case_index % len(case_sequence)]
case_index += 1
if next_queue:
next_queue.pop(0)
while len(next_queue) < 3:
index = (case_index + len(next_queue)) % len(case_sequence)
next_queue.append(case_sequence[index])
current_case = Case(size=case_data)
async def show_game_over(score):
import sys
import urllib.parse
try:
import js
except ImportError:
js = None
username = "Spieler"
try:
query = js.window.location.search
params = urllib.parse.parse_qs(query[1:])
username = params.get("name", ["Spieler"])[0]
except Exception:
pass
data = {
"name": username,
"score": int(score),
"api_key": "hag-trailer-8051"
}
def is_browser():
return sys.platform in ("emscripten", "wasi")
if is_browser():
global prepared_form, ready_to_submit
if not is_browser() or js is None:
return
try:
form = js.document.createElement("form")
form.method = "POST"
form.action = "https://hag-game.carabella.ch/submit_points.php"
for key, value in data.items():
input_field = js.document.createElement("input")
input_field.type = "hidden"
input_field.name = key
input_field.value = str(value)
form.appendChild(input_field)
js.document.body.appendChild(form)
prepared_form = form
ready_to_submit = True
print("Formular vorbereitet. Warten auf Bestätigung (SPACE oder Klick).")
except Exception as e:
print("Fehler beim Formular vorbereiten:", e)
else:
try:
import urllib.request
body = urllib.parse.urlencode(data).encode()
req = urllib.request.Request(
url="https://hag-game.carabella.ch/submit_points.php",
data=body,
method="POST",
headers={
"Content-Type": "application/x-www-form-urlencoded",
}
)
with urllib.request.urlopen(req) as response:
if response.getcode() != 200:
raise Exception("HTTP error")
print("Punkte erfolgreich lokal gesendet!")
except Exception as e:
print("Fehler beim lokalen Senden:", e)
pygame.mixer.stop()
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT))
overlay.set_alpha(220)
overlay.fill((0, 0, 0))
screen.blit(overlay, (0, 0))
font_big = pygame.font.SysFont(None, 72)
message = f"Spiel beendet! Punkte: {int(score)}%"
text = font_big.render(message, True, (255, 255, 255))
screen.blit(text, (SCREEN_WIDTH // 2 - text.get_width() // 2, SCREEN_HEIGHT // 2 - text.get_height() // 2))
pygame.display.flip()
waiting = True
while waiting:
await asyncio.sleep(0)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif await is_SPACE_event(event) or await (touch(event) == "snap"):
if ready_to_submit and prepared_form:
print("Benutzer bestätigt, Punkte werden jetzt gesendet.")
prepared_form.submit()
pygame.quit()
sys.exit()
def calculate_load_percent():
total_volume = TRAILER_WIDTH * TRAILER_HEIGHT
used_volume = sum([c.width * c.height for c in stacked_cases])
return min(100, (used_volume / total_volume) * 100)
async def main():
global running, can_use_tilt, can_use_on_top, game_finished
global current_case, transition_counter, state
global screen, clock, font, instruction_image, background_image
global touch_start
await init_game()
load_case_images()
instruction_image = load_instruction_image()
background_image = load_background()
generate_fill_sequence()
await asyncio.sleep(1)
await show_instruction_screen(instruction_image)
await show_start_sequence()
spawn_case_in_game()
running = True
can_use_tilt = True
can_use_on_top = True
game_finished = False
while running:
if not game_finished and collision_x > TRAILER_X + TRAILER_WIDTH:
await show_game_over(calculate_load_percent())
game_finished = True
continue
if not game_finished and current_case is None and case_index >= len(case_sequence):
await show_game_over(calculate_load_percent())
game_finished = True
continue
clock.tick(FPS)
await asyncio.sleep(0)
if transition_counter > 0:
transition_counter -= 1
draw_game()
pygame.display.flip()
await asyncio.sleep(0)
continue
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN or event.type == pygame.JOYBUTTONDOWN or event.type == pygame.JOYHATMOTION or event.type == pygame.FINGERDOWN or touch_start or (event.type == pygame.MOUSEBUTTONDOWN and event.button == 1):
if state == 1: # PLAYING
result = "none"
if event.type == pygame.FINGERUP and touch_start:
result = await touch(event)
elif event.type == pygame.FINGERDOWN and not touch_start:
await touch(event)
if await is_LEFT_event(event) or (result == "ontop"):
can_tip = current_case.length_units * UNIT_HEIGHT <= TRAILER_HEIGHT
if current_case and current_case.allow_snap and can_use_tilt and can_tip:
await current_case.animate_tip()
can_use_tilt = False
elif await is_UP_event(event) or (result == "tilt"):
if current_case and current_case.allow_snap and can_use_on_top and current_case.can_place_on_top():
if await current_case.animate_place_on_top():
transition_counter = transition_fps
if sound_place:
sound_place.play()
stacked_cases.append(current_case)
spawn_case_in_game()
can_use_tilt = True
can_use_on_top = True
else:
await current_case.fail_snap()
if sound_place:
sound_place.play()
stacked_cases.append(current_case)
spawn_case_in_game()
shake_timer = 10
elif await is_SPACE_event(event) or (result == "snap"):
print(result)
if current_case and current_case.allow_snap:
await current_case.animate_snap()
can_use_tilt = True
can_use_on_top = True
if sound_place:
sound_place.play()
transition_counter = transition_fps
stacked_cases.append(current_case)
spawn_case_in_game()
if state == 1: # PLAYING
if current_case is None:
continue
if current_case:
current_case.move()
if current_case.collides_with_barrier():
await fail_current_case()
if not game_finished:
can_tip = current_case.length_units * UNIT_HEIGHT <= TRAILER_HEIGHT
if collision_x + current_case.width > TRAILER_X + TRAILER_WIDTH and not current_case.can_place_on_top() and not current_case.allow_snap and not can_tip:
await show_game_over(calculate_load_percent())
game_finished = True
continue
if calculate_load_percent() >= 99.9 and case_index >= len(case_sequence):
await show_game_over(100)
game_finished = True
continue
if not current_case.placed and current_case.collides_with_barrier():
await current_case.fail_snap()
if current_case.x + current_case.width > TRAILER_X + TRAILER_WIDTH:
if stacked_cases and stacked_cases[-1] == current_case:
stacked_cases.pop()
else:
stacked_cases.append(current_case)
can_use_tilt = True
can_use_on_top = True
if sound_fail:
sound_fail.play()
spawn_case_in_game()
shake_timer = 10
draw_game()
pygame.display.flip()
pygame.quit()
sys.exit()
# === Spielstart ===
if __name__ == "__main__":
asyncio.run(main())