Apollo unterklasse von Moon und dateien aus anderem Projekt hier zusammengefügt (game.py, apollo.py und moon.py)
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"""Die Raumkapsel Apollo kreist um den Mond."""
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import pygame
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from compute import rot_2d
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from moon import MOON_RADIUS, Moon, Point
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APOLLO_RADIUS = 4
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APOLLO_DISTANCE = MOON_RADIUS + 15 # Abstand Mond-Apollo (Mittelpunkte)
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RED = (255, 0, 0)
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class Apollo(Moon):
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"""Erweitert die Mond-Simulation um die Raumkapsel Apollo."""
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def __init__(
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self,
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title: str = "Apollo",
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fps: int = 60,
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size: tuple[int, int] = (640, 400),
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) -> None:
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"""Legt Startposition und Rotationsmatrix von Apollo fest."""
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super().__init__(title, fps, size)
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self.position_apollo: Point = (APOLLO_DISTANCE, 0.0) # relativ zum Mond
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# doppelte Winkelgeschwindigkeit, entgegengesetzte Drehrichtung
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self.rot_apollo = rot_2d(-2 * self.theta, unit="rad")
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def update_game(self) -> bool:
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"""Bewegt erst den Mond, dann Apollo."""
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running = super().update_game()
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self.position_apollo = self.rotate(self.position_apollo, self.rot_apollo)
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return running
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def draw_bodies(self) -> None:
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"""Zeichnet Erde und Mond und zusätzlich Apollo."""
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super().draw_bodies()
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moon_x, moon_y = self.moon_screen_position()
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apollo_pos = (
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moon_x + self.position_apollo[0],
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moon_y + self.position_apollo[1],
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)
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pygame.draw.circle(self.screen, RED, apollo_pos, APOLLO_RADIUS)
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if __name__ == "__main__":
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apollo = Apollo()
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apollo.run()
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@@ -6,6 +6,8 @@ import math
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from collections.abc import Iterable
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from collections.abc import Iterable
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from typing import Literal
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from typing import Literal
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from tabulate import tabulate
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__all__ = ["matmul", "rot_2d", "rotate", "transpose"]
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__all__ = ["matmul", "rot_2d", "rotate", "transpose"]
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_NUMERIC_TYPES = (int, float)
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_NUMERIC_TYPES = (int, float)
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@@ -259,3 +261,5 @@ if __name__ == "__main__":
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print("All tests passed.")
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print("All tests passed.")
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#This is a test commit
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#This is a test commit
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print("This is a test")
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print("This is a test")
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if __name__ == "__main__":
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print(tabulate(rot_2d(1.0)))
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"""Basisklasse ``Game`` für einfache pygame-Anwendungen."""
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import pygame
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class Game:
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"""Basisklasse für pygame-Spiele.
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Unterklassen passen das Verhalten durch Überschreiben von
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:meth:`handle_event`, :meth:`update_game` und :meth:`draw_game` an.
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"""
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def __init__(
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self,
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title: str,
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fps: int = 60,
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size: tuple[int, int] = (640, 400),
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) -> None:
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"""Legt Fenstertitel, Bildrate und Fenstergröße fest.
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Args:
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title: Titel des Fensters.
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fps: Maximale Bilder pro Sekunde.
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size: Fenstergröße als (Breite, Höhe) in Pixeln.
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"""
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self.title: str = title
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self.fps: int = fps
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self.size: tuple[int, int] = size
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self.clock: pygame.time.Clock = pygame.time.Clock()
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self.dt: float = 0
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self.screen: pygame.Surface | None = None
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def init_game(self) -> None:
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"""Initialisiert pygame und erzeugt das Fenster."""
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pygame.init()
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pygame.display.set_caption(self.title)
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self.screen = pygame.display.set_mode(self.size)
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def game_loop(self) -> None:
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"""Führt die Hauptschleife aus, bis Events oder Update ``False`` liefern."""
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while True:
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# Berechnung der Zeitdifferenz seit dem letzten Frame
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self.dt = self.clock.tick(self.fps) / 1000
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if self.event_handling() == False:
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break
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if self.update_game() == False:
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break
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self.draw_game()
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def exit_game(self) -> None:
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"""Beendet pygame."""
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pygame.quit()
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def event_handling(self) -> bool:
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"""Verteilt alle anstehenden Events an :meth:`handle_event`.
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Bleibt in der Unterklasse unverändert.
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Returns:
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``False``, sobald ein Event das Spiel beenden soll, sonst ``True``.
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"""
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for event in pygame.event.get():
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if not self.handle_event(event):
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return False
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return True
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def handle_event(self, event: pygame.event.Event) -> bool:
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"""Verarbeitet ein einzelnes Event.
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Wird in der Unterklasse überschrieben.
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Args:
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event: Das zu verarbeitende pygame-Event.
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Returns:
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``False`` bei ``pygame.QUIT``, sonst ``True``.
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"""
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if event.type == pygame.QUIT:
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return False
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return True
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def update_game(self) -> bool:
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"""Aktualisiert den Spielzustand um einen Frame.
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Returns:
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``False``, wenn das Spiel beendet werden soll, sonst ``True``.
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"""
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return True
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def draw_game(self) -> None:
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"""Zeichnet den aktuellen Frame und bringt ihn zur Anzeige."""
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pygame.display.flip()
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def run(self) -> None:
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"""Startet das Spiel: Initialisierung, Hauptschleife, Beenden."""
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self.init_game()
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self.game_loop()
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self.exit_game()
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import pygame
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from compute import matmul, rot_2d, transpose
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from game import Game
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EARTH_RADIUS = 30
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MOON_RADIUS = 10
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MOON_DISTANCE = 120 # Abstand Erde-Mond (Mittelpunkte)
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BLACK = (0, 0, 0)
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WHITE = (255, 255, 255)
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BLUE = (0, 0, 255)
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Point = tuple[float, float]
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class Moon(Game):
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"""Der Mond kreist um die Erde."""
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def __init__(
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self,
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title: str = "Moon",
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fps: int = 60,
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size: tuple[int, int] = (640, 400),
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) -> None:
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"""Legt Startposition, Drehwinkel und Rotationsmatrix fest."""
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super().__init__(title, fps, size)
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self.position_moon: Point = (MOON_DISTANCE, 0.0) # relativ zur Erde
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self.theta = 0.01 # radian per frame
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self.rot_moon = rot_2d(self.theta, unit="rad")
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self.center = (size[0] // 2, size[1] // 2)
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@staticmethod
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def rotate(point: Point, rotation: list[list[float]]) -> Point:
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"""Dreht einen Punkt mit einer 2x2-Rotationsmatrix um den Ursprung."""
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column = transpose([list(point)]) # [x, y] -> [[x], [y]]
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result = matmul(rotation, column) # [[x'], [y']]
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return (result[0][0], result[1][0])
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def update_game(self) -> bool:
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"""Dreht den Mond ein Stück weiter."""
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self.position_moon = self.rotate(self.position_moon, self.rot_moon)
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return True
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def moon_screen_position(self) -> Point:
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"""Rechnet die Mondposition relativ zur Erde in Bildschirmkoordinaten um."""
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return (
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self.center[0] + self.position_moon[0],
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self.center[1] + self.position_moon[1],
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)
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def draw_bodies(self) -> None:
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"""Zeichnet Erde und Mond. Unterklassen können weitere Körper ergänzen."""
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pygame.draw.circle(self.screen, BLUE, self.center, EARTH_RADIUS)
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pygame.draw.circle(self.screen, WHITE, self.moon_screen_position(), MOON_RADIUS)
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def draw_game(self) -> None:
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"""Löscht den Bildschirm, zeichnet alle Körper und zeigt das Bild an."""
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if self.screen is None:
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return
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self.screen.fill(BLACK)
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self.draw_bodies()
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super().draw_game()
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if __name__ == "__main__":
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moon = Moon()
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moon.run()
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+2
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[project]
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[project]
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name = "matrixmania"
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name = "matrixmania"
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version = "0.1.0"
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version = "0.1.0"
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dependencies = ["tabulate", "ruff"]
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