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import pygame |
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# init Spieldaten |
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speed = 0 |
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def init(): |
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global width, height, size |
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global speed_x, speed_y |
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speed_x = 1 |
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speed_y = 1 |
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global black, red |
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global image, image_rect |
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width = 1080 |
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height = 720 |
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size = (width, height) |
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black = (0, 0, 0) |
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red = (255, 0, 0) |
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image = pygame.image.load("ohm.png") |
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image_rect = image.get_rect() |
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image_rect.x = 100 |
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image_rect.y = 50 |
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def initRectangle(): |
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global rect |
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x = 400 |
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y = 650 |
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width = 300 |
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height = 40 |
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rect = pygame.Rect(x, y, width, height) |
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def input(): |
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global speed |
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for event in pygame.event.get(): |
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if event.type == pygame.QUIT: |
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return False |
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if event.type == pygame.KEYDOWN: |
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if event.key == pygame.K_LEFT: |
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speed = -1 |
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if event.key == pygame.K_RIGHT: |
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speed = 1 |
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if event.type == pygame.KEYUP: |
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if event.key == pygame.K_LEFT: |
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speed = 0 |
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if event.key == pygame.K_RIGHT: |
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speed = 0 |
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return True |
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def update(): |
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rect.x = rect.x + speed |
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#if image_rect.x == 0 |
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image_rect.x += speed_x |
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image_rect.y += speed_y |
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def draw(): |
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screen.fill(black) |
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screen.blit(image, image_rect) |
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pygame.draw.rect(screen, red, rect) |
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pygame.display.flip() |
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pygame.init() |
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init() |
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initRectangle() |
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screen = pygame.display.set_mode(size) |
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running = True |
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while running: |
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running = input() |
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update() |
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draw() |
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