apollo uploud

This commit is contained in:
Alina Bhatti 2025-11-04 12:40:22 +01:00
parent 00c2390bbf
commit 4bc6b8d9b8
4 changed files with 36 additions and 60 deletions

5
.env
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WINDOW_WIDTH=800
WINDOW_HEIGHT=600
FPS=60
ORBIT_RADIUS=160
ANGULAR_SPEED=0.8

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# apollo.py
from moon import Moon
from compute import rotation_matrix, apply_mat_to_vec, add
import pygame
import math
class Apollo(Moon):
"""
Erweiterung der Moon-Klasse:
Zeigt zusätzlich ein Raumschiff (Apollo), das die Erde umkreist.
"""
def __init__(self):
# Ruft alles aus Moon.__init__ auf → Fenster, Farben, Erde, Mond
super().__init__()
# Neue Eigenschaften nur für Apollo
super().__init__() #Fenster
self.ship_radius = 6
self.ship_distance = self.orbit_radius + 40 # etwas weiter außen
self.ship_color = (255, 180, 0) # orange-gelb (Rakete)
self.ship_color = (255, 180, 0)
def draw(self, screen: pygame.Surface) -> None:
# 1⃣ Alles aus Moon zeichnen (Erde + Mond)
super().draw(screen)
# 2⃣ Dann die Rakete dazuzeichnen
v0 = (float(self.ship_distance), 0.0)
# leicht andere Drehgeschwindigkeit
R = rotation_matrix(self.angle * 1.3)
R = rotation_matrix(self.angle * 1.3) #geschwindigkeit
v_rot = apply_mat_to_vec(R, v0)
pos = add(self.center, v_rot)
# Raumschiff zeichnen (kleiner Kreis)
pygame.draw.circle(screen, self.ship_color, (int(pos[0]), int(pos[1])), self.ship_radius)
# wenn du apollo.py startest
if __name__ == "__main__":
Apollo().run()

65
moon.py
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# moon.py
from dotenv import load_dotenv
import os
load_dotenv() # lädt .env beim Start
import math
import pygame
from compute import rotation_matrix, apply_mat_to_vec, add
from game import Game # <- euer Framework aus Semester 1
from game import Game
class Moon(Game):
"""
Animation: Blauer Kreis (Erde) im Ursprung, weißer Kreis (Mond) kreist darum.
Mathe (Rotation etc.) liegt komplett in compute.py.
"""
def __init__(self, width: int = 800, height: int = 600, fps: int = 60):
def __init__(self):
#.env
width = int(os.getenv("WINDOW_WIDTH", "800"))
height = int(os.getenv("WINDOW_HEIGHT", "600"))
fps = int(os.getenv("FPS", "60"))
super().__init__(width, height, fps, title="Moon Orbit Demo")
# „Ursprung“ = Bildschirmmitte (damit Erde bei (0,0) in unserer Welt liegt)
self.center = (width // 2, height // 2)
# Darstellung
self.earth_radius = 32
self.moon_radius = 12
self.orbit_radius = 160 # Abstand ErdeMond in Pixeln (optisch ansprechend)
# Bewegung
self.angular_speed = 0.8 # rad/s (Geschwindigkeit der Umlaufbahn)
self.angle = 0.0 # aktueller Winkel in rad
# Farben
self.bg_color = (10, 10, 25)
self.earth_color = (60, 120, 255) # blau
self.moon_color = (245, 245, 245) # weiß
self.center = (width // 2, height // 2) #mittelpunlt
self.earth_radius = 32 #Darstellung
self.moon_radius = 12
self.orbit_radius = int(os.getenv("ORBIT_RADIUS", "160")) # neu
self.angular_speed = float(os.getenv("ANGULAR_SPEED", "0.8")) # neu
self.angle = 0.0
self.bg_color = (10, 10, 25)
self.earth_color = (60, 120, 255)
self.moon_color = (245, 245, 245)
def update(self, dt: float) -> None:
"""Zeitentwicklung: Winkel erhöhen (dt in Sekunden)."""
self.angle = (self.angle + self.angular_speed * dt) % (2 * math.pi)
def draw(self, screen: pygame.Surface) -> None:
"""Szene rendern."""
screen.fill(self.bg_color)
# Erde im „Ursprung“ (hier: Bildschirmmitte)
pygame.draw.circle(screen, self.earth_color, self.center, self.earth_radius)
# Startvektor des Mondes (auf x-Achse, Länge = orbit_radius)
v0 = (float(self.orbit_radius), 0.0)
# Rotierter Vektor: v = R(angle) * v0
R = rotation_matrix(self.angle)
pygame.draw.circle(screen, self.earth_color, self.center, self.earth_radius) #Erde
v0 = (float(self.orbit_radius), 0.0) #start
R = rotation_matrix(self.angle) #rotierter vektor
v_rot = apply_mat_to_vec(R, v0)
# In Bildschirmkoordinaten verschieben: (0,0) Welt -> center Screen
pos = add(self.center, v_rot)
# Mond zeichnen
pygame.draw.circle(screen, self.moon_color, (int(pos[0]), int(pos[1])), self.moon_radius)
pygame.draw.circle(screen, self.moon_color, (int(pos[0]), int(pos[1])), self.moon_radius) #mOnd zeichenn
if __name__ == "__main__":
Moon().run()

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pygame
python-dotenv