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@@ -128,6 +128,12 @@ def project_ortho(point: tuple[float, float, float], scale: float = 1.0) -> tupl
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x, y, z = point
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return (x * scale, y * scale)
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def project_perspective(point: tuple[float, float, float], distance: float = 200.0, scale: float = 1.0) -> tuple[float, float]:
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"""Projiziert einen 3D-Punkt perspektivisch auf eine 2D-Fläche."""
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x, y, z = point
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# Verhindert Division durch 0, falls z genau bei -distance liegt
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factor = distance / (distance + z) if (distance + z) != 0 else 1.0
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return (x * factor * scale, y * factor * scale)
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if __name__ == "__main__":
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a = [[1, 2, 3], [4, 5, 6]]
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@@ -0,0 +1,14 @@
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import pytest
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from compute import project_perspective
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def test_project_perspective_default():
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# Arrange
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point = (100.0, 100.0, 100.0)
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distance = 200.0
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# Act
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result = project_perspective(point, distance=distance, scale=1.0)
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# Assert: factor = 200 / (200 + 100) = 200 / 300 = 2/3
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assert result == (100.0 * (2 / 3), 100.0 * (2 / 3))
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@@ -0,0 +1,146 @@
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#!/usr/bin/env python3
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"""Installiert die Abhängigkeiten aus pyproject.toml in die aktuelle Python-Umgebung.
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Ersatz für "Install requirements" aus PyCharm, wenn das Projekt eine pyproject.toml
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statt einer requirements.txt hat. Kein Build, keine besondere Projektstruktur nötig,
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nur Standardbibliothek (Python >= 3.11).
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Benutzung:
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In PyCharm: Rechtsklick auf diese Datei -> Run 'install_dependencies'
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Im Terminal (venv aktiv): python install_dependencies.py
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Ohne Parameter wird ALLES installiert:
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[project].dependencies + alle [project.optional-dependencies] + alle [dependency-groups]
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Abweichendes Verhalten:
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python install_dependencies.py --extra dev nur Basis + Extra "dev"
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python install_dependencies.py --group test nur Basis + Gruppe "test"
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python install_dependencies.py --no-main --group dev
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python install_dependencies.py --list nur anzeigen, nichts installieren
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python install_dependencies.py --write requirements.txt schreiben statt installieren
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python install_dependencies.py --write -o reqs.txt
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"""
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from __future__ import annotations
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import sys
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if sys.version_info < (3, 11):
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sys.exit("Dieses Skript braucht Python 3.11 oder neuer (tomllib). "
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f"Aktuell: {sys.version.split()[0]}")
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import argparse
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import subprocess
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import tempfile
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import tomllib
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from pathlib import Path
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PROJECT_DIR = Path(__file__).resolve().parent
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def resolve_group(groups: dict, name: str, seen: set[str] | None = None) -> list[str]:
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"""Löst eine Dependency-Group inkl. {include-group = "..."} rekursiv auf."""
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seen = set() if seen is None else seen
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if name in seen:
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raise ValueError(f"Zyklische include-group: {name}")
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if name not in groups:
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raise KeyError(f"Dependency-Group '{name}' nicht gefunden")
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seen.add(name)
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result: list[str] = []
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for entry in groups[name]:
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if isinstance(entry, str):
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result.append(entry)
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elif isinstance(entry, dict) and "include-group" in entry:
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result.extend(resolve_group(groups, entry["include-group"], seen))
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return result
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def collect(data: dict, extras: list[str], groups: list[str], no_main: bool) -> list[str]:
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project = data.get("project", {})
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optional = project.get("optional-dependencies", {})
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dep_groups = data.get("dependency-groups", {})
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deps: list[str] = []
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if not no_main:
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deps.extend(project.get("dependencies", []))
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for extra in extras:
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if extra not in optional:
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raise KeyError(f"Optional-Dependency '{extra}' nicht gefunden")
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deps.extend(optional[extra])
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for group in groups:
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deps.extend(resolve_group(dep_groups, group))
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# Duplikate entfernen, Reihenfolge behalten
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return list(dict.fromkeys(d.strip() for d in deps if d.strip()))
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def main() -> int:
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p = argparse.ArgumentParser(description=__doc__, formatter_class=argparse.RawDescriptionHelpFormatter)
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p.add_argument("-p", "--pyproject", type=Path, default=PROJECT_DIR / "pyproject.toml",
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help="Pfad zur pyproject.toml (Standard: neben diesem Skript)")
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p.add_argument("--extra", action="append", default=None,
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help="nur diese optional-dependencies (mehrfach möglich)")
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p.add_argument("--group", action="append", default=None,
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help="nur diese dependency-groups (mehrfach möglich)")
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p.add_argument("--no-main", action="store_true", help="[project].dependencies weglassen")
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p.add_argument("--list", action="store_true", help="Abhängigkeiten nur anzeigen")
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p.add_argument("--write", action="store_true", help="requirements-Datei schreiben statt installieren")
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p.add_argument("-o", "--output", type=Path, default=PROJECT_DIR / "requirements.txt",
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help="Zieldatei für --write")
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args = p.parse_args()
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if not args.pyproject.exists():
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print(f"{args.pyproject} nicht gefunden", file=sys.stderr)
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return 1
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data = tomllib.loads(args.pyproject.read_text(encoding="utf-8"))
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all_extras = list(data.get("project", {}).get("optional-dependencies", {}))
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all_groups = list(data.get("dependency-groups", {}))
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# Ohne --extra/--group: alles. Mit einem davon: nur das Gewählte.
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selective = args.extra is not None or args.group is not None
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extras = (args.extra or []) if selective else all_extras
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groups = (args.group or []) if selective else all_groups
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try:
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deps = collect(data, extras, groups, args.no_main)
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except (KeyError, ValueError) as e:
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print(f"Fehler: {e.args[0]}", file=sys.stderr)
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print(f" Vorhandene --extra: {', '.join(all_extras) or '(keine)'}", file=sys.stderr)
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print(f" Vorhandene --group: {', '.join(all_groups) or '(keine)'}", file=sys.stderr)
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return 1
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parts = ([] if args.no_main else ["Basis"]) + [f"extra:{e}" for e in extras] + [f"group:{g}" for g in groups]
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print(f"Auswahl: {', '.join(parts) or '(nichts)'}")
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if args.list:
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print("\n".join(deps) or "(keine Abhängigkeiten)")
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return 0
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content = f"# Automatisch erzeugt aus {args.pyproject.name} – nicht von Hand bearbeiten\n" + "\n".join(deps) + "\n"
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if args.write:
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args.output.write_text(content, encoding="utf-8")
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print(f"{len(deps)} Abhängigkeiten -> {args.output}")
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return 0
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if not deps:
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print("Keine Abhängigkeiten gefunden – nichts zu tun.")
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return 0
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if sys.prefix == sys.base_prefix:
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print("WARNUNG: Es ist kein virtuelles Environment aktiv – es wird in die globale "
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f"Python-Installation installiert:\n {sys.prefix}", file=sys.stderr)
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if sys.stdin.isatty() and input("Trotzdem fortfahren? [j/N] ").strip().lower() not in ("j", "ja", "y", "yes"):
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return 1
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with tempfile.NamedTemporaryFile("w", suffix=".txt", delete=False, encoding="utf-8") as tmp:
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tmp.write(content)
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tmp_path = Path(tmp.name)
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try:
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print(f"Installiere {len(deps)} Abhängigkeiten in {sys.prefix}\n")
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return subprocess.call([sys.executable, "-m", "pip", "install", "-r", str(tmp_path)])
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finally:
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tmp_path.unlink(missing_ok=True)
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if __name__ == "__main__":
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raise SystemExit(main())
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@@ -0,0 +1,5 @@
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from spiel.cube_game import CubeGame
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if __name__ == "__main__":
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game = CubeGame()
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game.run()
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@@ -0,0 +1,9 @@
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[project]
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name = "wuerfel"
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version = "0.1.0"
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dependencies = [
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"pygame-ce",
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]
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[project.optional-dependencies]
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dev = ["pytest", "ruff", "pytest-cov"]
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Whitespace-only changes.
@@ -0,0 +1,145 @@
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"""Compute operations for matrices.
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This module provides public functions for matrix multiplication, transposition,
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matrix rotation, and generating 2D and 3D rotation matrices as well as projections.
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"""
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from __future__ import annotations
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import math
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from typing import List
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def matmul(
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matrix_a: List[List[float]], matrix_b: List[List[float]]
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) -> List[List[float]]:
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"""Multiply two 2D matrices.
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Both matrices are expected to be non‑empty and to have consistent row
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lengths. The number of columns in ``matrix_a`` must equal the number of
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rows in ``matrix_b``.
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Args:
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matrix_a: A matrix of shape (m, n) represented as a list of m rows.
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matrix_b: A matrix of shape (n, p) represented as a list of n rows.
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Returns:
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A new matrix of shape (m, p) containing the product ``matrix_a @ matrix_b``.
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Raises:
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ValueError: If either matrix is empty or dimensions do not match.
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"""
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if not matrix_a or not matrix_b:
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raise ValueError("Input matrices must not be empty.")
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n_cols_a = len(matrix_a[0])
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if any(len(row) != n_cols_a for row in matrix_a):
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raise ValueError("All rows of matrix_a must have the same number of columns.")
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n_rows_b = len(matrix_b)
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if n_cols_a != n_rows_b:
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raise ValueError(
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f"Matrix dimension mismatch: matrix_a columns {n_cols_a} != matrix_b rows {n_rows_b}"
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)
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n_cols_b = len(matrix_b[0])
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if any(len(row) != n_cols_b for row in matrix_b):
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raise ValueError("All rows of matrix_b must have the same number of columns.")
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result: List[List[float]] = []
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for i in range(len(matrix_a)):
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row: List[float] = []
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for j in range(n_cols_b):
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elem = sum(matrix_a[i][k] * matrix_b[k][j] for k in range(n_cols_a))
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row.append(elem)
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result.append(row)
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return result
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def transpose(matrix: List[List[float]]) -> List[List[float]]:
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"""Return the transpose of a 2D matrix."""
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if not matrix:
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raise ValueError("Cannot transpose an empty matrix.")
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n_rows = len(matrix)
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n_cols = len(matrix[0])
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if any(len(row) != n_cols for row in matrix):
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raise ValueError("All rows of the matrix must have the same number of columns.")
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return [[matrix[i][j] for i in range(n_rows)] for j in range(n_cols)]
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def rotate_clockwise(matrix: List[List[float]]) -> List[List[float]]:
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"""Rotate a square matrix 90 degrees clockwise."""
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if not matrix:
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raise ValueError("Cannot rotate an empty matrix.")
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n_cols = len(matrix[0])
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if any(len(row) != n_cols for row in matrix):
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raise ValueError("All rows of the matrix must have the same number of columns.")
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transposed = transpose(matrix)
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return [row[::-1] for row in transposed]
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def rot_2D(theta: float) -> List[List[float]]:
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"""Return the 2D rotation matrix for a given angle in degrees."""
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rad = math.radians(theta)
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c = math.cos(rad)
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s = math.sin(rad)
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return [[c, -s], [s, c]]
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def rot_3D(angle: float, axis: str) -> list[list[float]]:
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"""Erzeugt eine 3D-Rotationsmatrix um die angegebene Achse ('x', 'y' oder 'z')."""
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rad = math.radians(angle)
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c, s = math.cos(rad), math.sin(rad)
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axis = axis.lower()
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if axis == 'x':
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return [
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[1.0, 0.0, 0.0],
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[0.0, c, -s],
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[0.0, s, c]
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]
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elif axis == 'y':
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return [
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[c, 0.0, s],
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[0.0, 1.0, 0.0],
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[-s, 0.0, c]
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]
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elif axis == 'z':
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return [
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[c, -s, 0.0],
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[s, c, 0.0],
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[0.0, 0.0, 1.0]
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]
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else:
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raise ValueError("Achse muss 'x', 'y' oder 'z' sein.")
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def project_ortho(point: tuple[float, float, float], scale: float = 1.0) -> tuple[float, float]:
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"""Projiziert einen 3D-Punkt orthogonal auf eine 2D-Ebene und skaliert ihn."""
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x, y, z = point
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return (x * scale, y * scale)
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def project_perspective(point: tuple[float, float, float], distance: float = 200.0, scale: float = 1.0) -> tuple[float, float]:
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"""Projiziert einen 3D-Punkt perspektivisch auf eine 2D-Fläche."""
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x, y, z = point
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# Verhindert Division durch 0, falls z genau bei -distance liegt
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factor = distance / (distance + z) if (distance + z) != 0 else 1.0
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return (x * factor * scale, y * factor * scale)
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if __name__ == "__main__":
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a = [[1, 2, 3], [4, 5, 6]]
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b = [[7, 8], [9, 10], [11, 12]]
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print("matmul(a, b):", matmul(a, b))
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print("transpose(a):", transpose(a))
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# Teste deine Tests mit: python -m pytest
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@@ -0,0 +1,104 @@
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import math
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import pygame
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from spiel.game import Game
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from spiel.compute import rot_3D, project_perspective
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class CubeGame(Game):
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"""Ein interaktives 3D-Würfel-Spiel basierend auf der MatrixMania-Basisklasse."""
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def __init__(self) -> None:
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super().__init__(
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title="MatrixMania - Rotierender Würfel",
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fps=60,
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size=(800, 600)
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)
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# 8 Eckpunkte eines Würfels im 3D-Raum (x, y, z)
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self.vertices = [
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[-50, -50, -50],
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[50, -50, -50],
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[50, 50, -50],
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[-50, 50, -50],
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[-50, -50, 50],
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[50, -50, 50],
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[50, 50, 50],
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[-50, 50, 50]
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]
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# Die 12 Kanten des Würfels (verbinden jeweils zwei Indizes)
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self.edges = [
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(0, 1), (1, 2), (2, 3), (3, 0), # Hinteres Quadrat
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(4, 5), (5, 6), (6, 7), (7, 4), # Vorderes Quadrat
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(0, 4), (1, 5), (2, 6), (3, 7) # Verbindungskanten
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]
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self.angle_x = 0.0
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self.angle_y = 0.0
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def handle_event(self, event: pygame.event.Event) -> bool:
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"""Verarbeitet Events (z. B. Schließen des Fensters oder ESC-Taste)."""
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if event.type == pygame.QUIT:
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return False
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if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
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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 die Rotationswinkel bei jedem Frame."""
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self.angle_x += 1.0
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self.angle_y += 1.5
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return True
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def draw_game(self) -> None:
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"""Zeichnet den 3D-Würfel auf den Bildschirm."""
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if self.screen is None:
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return
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# Hintergrund füllen (dunkles Blau/Grau)
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self.screen.fill((20, 20, 30))
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center_x = self.size[0] // 2
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center_y = self.size[1] // 2
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projected_points = []
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for vertex in self.vertices:
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# 1. Rotation um die X-Achse
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rx_mat = rot_3D(self.angle_x, 'x')
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v_rx = [
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rx_mat[0][0] * vertex[0] + rx_mat[0][1] * vertex[1] + rx_mat[0][2] * vertex[2],
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rx_mat[1][0] * vertex[0] + rx_mat[1][1] * vertex[1] + rx_mat[1][2] * vertex[2],
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rx_mat[2][0] * vertex[0] + rx_mat[2][1] * vertex[1] + rx_mat[2][2] * vertex[2]
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]
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# 2. Rotation um die Y-Achse
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ry_mat = rot_3D(self.angle_y, 'y')
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v_rot = [
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ry_mat[0][0] * v_rx[0] + ry_mat[0][1] * v_rx[1] + ry_mat[0][2] * v_rx[2],
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ry_mat[1][0] * v_rx[0] + ry_mat[1][1] * v_rx[1] + ry_mat[1][2] * v_rx[2],
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ry_mat[2][0] * v_rx[0] + ry_mat[2][1] * v_rx[1] + ry_mat[2][2] * v_rx[2]
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]
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# 3. Perspektivische Projektion (z + 300, damit der Würfel vor der Kamera liegt)
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proj_x, proj_y = project_perspective(
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(v_rot[0], v_rot[1], v_rot[2] + 300),
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distance=300.0,
|
||||
scale=1.5
|
||||
)
|
||||
|
||||
# In Bildschirmkoordinaten umrechnen (Zentrum als Ursprung)
|
||||
projected_points.append((center_x + proj_x, center_y + proj_y))
|
||||
|
||||
# Kanten des Würfels zeichnen (Neon-Türkis)
|
||||
for edge in self.edges:
|
||||
p1 = projected_points[edge[0]]
|
||||
p2 = projected_points[edge[1]]
|
||||
pygame.draw.line(self.screen, (0, 255, 180), p1, p2, 2)
|
||||
|
||||
# Eckpunkte als weiße Kreise zeichnen
|
||||
for p in projected_points:
|
||||
pygame.draw.circle(self.screen, (255, 255, 255), (int(p[0]), int(p[1])), 4)
|
||||
|
||||
# Aufruf der Basisklasse, um das Display zu aktualisieren (flip)
|
||||
super().draw_game()
|
||||
@@ -0,0 +1,98 @@
|
||||
"""Basisklasse ``Game`` für einfache pygame-Anwendungen."""
|
||||
|
||||
import pygame
|
||||
|
||||
|
||||
class Game:
|
||||
"""Basisklasse für pygame-Spiele.
|
||||
|
||||
Unterklassen passen das Verhalten durch Überschreiben von
|
||||
:meth:`handle_event`, :meth:`update_game` und :meth:`draw_game` an.
|
||||
"""
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
title: str,
|
||||
fps: int = 60,
|
||||
size: tuple[int, int] = (640, 400),
|
||||
) -> None:
|
||||
"""Legt Fenstertitel, Bildrate und Fenstergröße fest.
|
||||
|
||||
Args:
|
||||
title: Titel des Fensters.
|
||||
fps: Maximale Bilder pro Sekunde.
|
||||
size: Fenstergröße als (Breite, Höhe) in Pixeln.
|
||||
"""
|
||||
self.title: str = title
|
||||
self.fps: int = fps
|
||||
self.size: tuple[int, int] = size
|
||||
self.clock: pygame.time.Clock = pygame.time.Clock()
|
||||
self.dt: float = 0
|
||||
self.screen: pygame.Surface | None = None
|
||||
|
||||
def init_game(self) -> None:
|
||||
"""Initialisiert pygame und erzeugt das Fenster."""
|
||||
pygame.init()
|
||||
pygame.display.set_caption(self.title)
|
||||
self.screen = pygame.display.set_mode(self.size)
|
||||
|
||||
def game_loop(self) -> None:
|
||||
"""Führt die Hauptschleife aus, bis Events oder Update ``False`` liefern."""
|
||||
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) -> None:
|
||||
"""Beendet pygame."""
|
||||
pygame.quit()
|
||||
|
||||
def event_handling(self) -> bool:
|
||||
"""Verteilt alle anstehenden Events an :meth:`handle_event`.
|
||||
|
||||
Bleibt in der Unterklasse unverändert.
|
||||
|
||||
Returns:
|
||||
``False``, sobald ein Event das Spiel beenden soll, sonst ``True``.
|
||||
"""
|
||||
for event in pygame.event.get():
|
||||
if not self.handle_event(event):
|
||||
return False
|
||||
return True
|
||||
|
||||
def handle_event(self, event: pygame.event.Event) -> bool:
|
||||
"""Verarbeitet ein einzelnes Event.
|
||||
|
||||
Wird in der Unterklasse überschrieben.
|
||||
|
||||
Args:
|
||||
event: Das zu verarbeitende pygame-Event.
|
||||
|
||||
Returns:
|
||||
``False`` bei ``pygame.QUIT``, sonst ``True``.
|
||||
"""
|
||||
if event.type == pygame.QUIT:
|
||||
return False
|
||||
return True
|
||||
|
||||
def update_game(self) -> bool:
|
||||
"""Aktualisiert den Spielzustand um einen Frame.
|
||||
|
||||
Returns:
|
||||
``False``, wenn das Spiel beendet werden soll, sonst ``True``.
|
||||
"""
|
||||
return True
|
||||
|
||||
def draw_game(self) -> None:
|
||||
"""Zeichnet den aktuellen Frame und bringt ihn zur Anzeige."""
|
||||
pygame.display.flip()
|
||||
|
||||
def run(self) -> None:
|
||||
"""Startet das Spiel: Initialisierung, Hauptschleife, Beenden."""
|
||||
self.init_game()
|
||||
self.game_loop()
|
||||
self.exit_game()
|
||||
Reference in new issue
Block a user