Assignment 1 commit: Moon & Apollo

This commit is contained in:
Brockmann
2025-10-25 15:25:29 +02:00
commit bf74311add
15 changed files with 257 additions and 0 deletions
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import pygame
from game.game import Game
from numeric.compute import rot_2D, matmul
class Moon(Game):
def __init__(self):
super().__init__("Moon")
self.moon_position = None
self.center = (540, 355)
self.moon_distance = [[200], [0]]
self.angle = 0
def update_game(self):
self.angle = pygame.time.get_ticks() / 1000 # Zeit = Winkel
rot = rot_2D(self.angle)
rotated = matmul(rot, self.moon_distance)
self.moon_position = (
int(self.center[0] + rotated[0][0]),
int(self.center[1] + rotated[1][0])
)
return True
def draw_game(self):
self.screen.fill((30,30,30))
pygame.draw.circle(self.screen, (0,0,255), self.center, 12)
pygame.draw.circle(self.screen, (255,255,255), self.moon_position, 8)
pygame.display.flip()
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import pygame
from game.Moon import Moon
from numeric.compute import rot_2D, matmul
class Apollo(Moon):
def __init__(self):
super().__init__()
self.orbiter_position = None
self.orbiter_distance = [[50], [0]]
def update_game(self):
super().update_game()
rot = rot_2D(-self.angle)
rotated = matmul(rot, self.orbiter_distance)
self.orbiter_position = (
int(self.moon_position[0] + rotated[0][0]),
int(self.moon_position[1] + rotated[1][0])
)
return True
def draw_game(self):
super().draw_game()
pygame.draw.circle(self.screen, (255,0,0), self.orbiter_position, 4)
pygame.display.flip()
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import pygame
class Game:
def __init__(self, title, fps=60, size=(1080, 720)):
self.title = title
self.fps = fps
self.size = size
self.clock = pygame.time.Clock()
self.dt = 0
self.screen = None
def init_game(self):
pygame.init()
pygame.display.set_caption(self.title)
self.screen = pygame.display.set_mode(self.size)
def game_loop(self):
while True:
# Berechnung der Zeitdifferenz seit dem letzten Frame
self.dt = self.clock.tick(self.fps) / 1000
if self.event_handling() == False:
break
if self.update_game() == False:
break
self.draw_game()
def exit_game(self):
pygame.quit()
def event_handling(self): # bleibt in der Unterklasse unverändert
for event in pygame.event.get():
if not self.handle_event(event):
return False
return True
def handle_event(self, event): # wird in der Unterklasse überschrieben
if event.type == pygame.QUIT:
return False
return True
def update_game(self):
return True
def draw_game(self):
pygame.display.flip()
def run(self):
self.init_game()
self.game_loop()
self.exit_game()