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hoffmeisterda104361 committed 2026-10-19 20:29:13 +02:00
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import pygame
from Prog_1.Pygame_games.first_games import draw_game, update_game
width = 800
height = 600
SIZE = (width, height)
def main():
screen = init_game()
game_loop(screen)
exit_game()
def init_game():
pygame.init()
screen = pygame.display.set_mode(SIZE)
return screen
def game_loop(screen):
while True:
if event_handling() == False:
break
if update_game() == False:
break
event = event_handling()
update_game()
draw_game(screen)
def event_handling():
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
return True
def update_game():
return True
def draw_screen(screen):
screen.fill("BLACK")
pygame.display.flip()
def exit_game():
pygame.quit()
main()
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import pygame
WIDTH = 800
HEIGHT= 600
SIZE = (WIDTH, HEIGHT)
RED = (255, 0, 0)
CIRCLE_RADIUS = 10
BLACK = (0, 0, 0)
FPS = 60
def main():
screen = init_game()
game_loop(screen)
exit_game()
def init_game():
global position
global clock
clock = pygame.time.Clock()
position = (WIDTH // 2, HEIGHT // 2)
pygame.init()
return pygame.display.set_mode(SIZE)
def game_loop(screen):
while True:
if not event_handling():
break
if not update_game():
break
event = event_handling()
draw_game(screen)
clock.tick(FPS)
def event_handling():
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
return True
def update_game():
global new_pos
mouse_pos = pygame.mouse.get_pos()
delta_x = mouse_pos[0] - position[0]
delta_y = mouse_pos[1] - position[1]
acceleration = delta_x / WIDTH, delta_y / HEIGHT
new_pos = (mouse_pos[0] + acceleration[0], mouse_pos[1] + acceleration[1])
clock.tick(FPS)
return True
def draw_game(screen):
screen.fill(BLACK)
pygame.draw.circle(screen, RED, new_pos, CIRCLE_RADIUS)
pygame.display.flip()
def exit_game():
pygame.quit()
main()
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import pygame
WIDTH = 800
HEIGHT= 600
SIZE = (WIDTH, HEIGHT)
RED = (255, 0, 0)
CIRCLE_RADIUS = 10
BLACK = (0, 0, 0)
FPS = 120
def main():
screen = init_game()
game_loop(screen)
exit_game()
def init_game():
global position
global clock
clock = pygame.time.Clock()
position = (WIDTH // 2, HEIGHT // 2)
pygame.init()
return pygame.display.set_mode(SIZE)
def game_loop(screen):
while True:
if not event_handling():
break
if not update_game():
break
event = event_handling()
draw_game(screen)
clock.tick(FPS)
def event_handling():
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
return True
def update_game():
global position
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_UP]:
position = (position[0], position[1] - 1)
if keys_pressed[pygame.K_DOWN]:
position = (position[0], position[1] + 1)
if keys_pressed[pygame.K_LEFT]:
position = (position[0] - 1, position[1])
if keys_pressed[pygame.K_RIGHT]:
position = (position[0] + 1, position[1])
return True
def draw_game(screen):
screen.fill(BLACK)
pygame.draw.circle(screen, RED, position, CIRCLE_RADIUS)
pygame.display.flip()
def exit_game():
pygame.quit()
main()
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import random
import pygame
class Cell:
def __init__(self,pos,size):
self.pos = pos
self.size = size
def grow(self):
self.size = self.size + 1
def movement(self):
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_UP]:
pos = (cell.pos[0], cell.pos[1] - 1)
self.pos = pos
if keys_pressed[pygame.K_DOWN]:
pos = (cell.pos[0], cell.pos[1] + 1)
self.pos = pos
if keys_pressed[pygame.K_LEFT]:
pos = (cell.pos[0] - 1, cell.pos[1])
self.pos = pos
if keys_pressed[pygame.K_RIGHT]:
pos = (cell.pos[0] + 1, cell.pos[1])
self.pos = pos
def appearance(self,screen):
pygame.draw.circle(screen, RED, self.pos, self.size)
class Nutrient:
def __init__(self,visible,pos,size):
self.visible = visible
self.pos = pos
self.size = size
def appear(self,screen):
pygame.draw.circle(screen, BLUE, self.pos, CIRCLE_RADIUS)
def consumed(self,pos):
del self
del nutrients[pos]
cell.grow()
def check_collision(self):
if ((cell.pos[0] - self.pos[0]) ** 2) + ((cell.pos[1] - self.pos[1]) ** 2) <= (cell.size + self.size) ** 2:
self.consumed(self.pos)
nutrients = {}
width = 640
height = 600
SIZE = (width, height)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
CIRCLE_RADIUS = 2
BLACK = (0, 0, 0)
def main():
screen = init_game()
game_loop(screen)
exit_game()
def init_game():
global clock
clock = pygame.time.Clock()
pygame.init()
screen = pygame.display.set_mode(SIZE)
return screen
def game_loop(screen):
global cell
cell = Cell((300,300),5)
spawn_nutrition()
while True:
if not event_handling():
break
if not update_game():
break
event = event_handling()
update_game()
draw_screen(screen)
def event_handling():
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
return True
def update_game():
n_copy = nutrients.copy()
for x,y in n_copy:
nutrients[(x,y)].check_collision()
del n_copy
cell.movement()
clock.tick(60)
return True
def draw_screen(screen):
screen.fill(WHITE)
x = 0
cell.appearance(screen)
for x,y in nutrients:
if nutrients[x,y].visible:
nutrients[x,y].appear(screen)
x+=1
pygame.display.flip()
def spawn_nutrition():
for _ in range(100):
pos = (random.randint(0, SIZE[0]), random.randint(0, SIZE[1]))
nutrients[pos]=(Nutrient(True, pos,2))
def exit_game():
pygame.quit()
main()
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import pygame
BLOCKSIZE = 20
width = 800
height = 600
SIZE = (width, height)
BLACK = (0, 0, 0)
YELLOW = (255, 255, 0)
RED = (255, 0, 0)
class Block:
def __init__(self, grid_pos, visibility):
self.grid_pos = grid_pos
self.visibility = visibility
def set_visible(self):
self.visibility = True
def unset_visible(self):
self.visibility = False
def draw(self,screen):
block_shape = (self.grid_pos[0], self.grid_pos[1], BLOCKSIZE, BLOCKSIZE)
pygame.draw.rect(screen, YELLOW, block_shape)
pygame.draw.rect(screen, RED, block_shape, 1)
def main():
global blocks
blocks = {}
screen = init_game()
create_grid(screen)
game_loop(screen)
exit_game()
def init_game():
pygame.init()
screen = pygame.display.set_mode(SIZE)
return screen
def game_loop(screen):
while True:
if not event_handling():
break
if not update_game():
break
event = event_handling()
update_game()
draw_game(screen)
def event_handling():
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
if event.type == pygame.MOUSEBUTTONUP:
pos = pygame.mouse.get_pos()
x = pos[0] // BLOCKSIZE * BLOCKSIZE
y = pos[1] // BLOCKSIZE * BLOCKSIZE
blocks[(x,y)].set_visible()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LSHIFT:
pos = pygame.mouse.get_pos()
x = pos[0] // BLOCKSIZE * BLOCKSIZE
y = pos[1] // BLOCKSIZE * BLOCKSIZE
blocks[(x,y)].unset_visible()
return True
def update_game():
return True
def draw_game(screen):
screen.fill(BLACK)
for x,y in blocks:
if blocks[(x,y)].visibility:
blocks[(x,y)].draw(screen)
pygame.display.flip()
def create_grid(screen):
y = 0
for _ in range(SIZE[1]//BLOCKSIZE*BLOCKSIZE):
x = 0
for _ in range(SIZE[0]//BLOCKSIZE*BLOCKSIZE):
blocks[(x,y)]= (Block ((x, y), False))
x += BLOCKSIZE
y += BLOCKSIZE
def exit_game():
pygame.quit()
main()
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import pygame
def init_game():
pygame.init()
screen = pygame.display.set_mode()
pygame.display.set_caption("Innit Game")
return screen
def game_loop(screen):
while True:
if not event_handling():
break
if not update_game():
break
draw_game(screen)
def exit_game():
pygame.quit()
def event_handling():
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
return True
def update_game():
return True
def draw_game(screen):
screen.fill("BLACK")
pygame.display.flip()
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import pygame
class Particle:
def __init__(self,x,y):
self.pos = (x,y)
self.velocity = (0,0)
self.accel = (0,0)
self.surface = None
def set_surface(self,surface):
self.surface = surface
def appear(self,screen):
if self.surface is not None:
pygame.draw.circle(screen, BLUE, self.pos, CIRCLE_RADIUS)
blit_pos = (self.pos[0]-self.surface.get_width()/2, self.pos[1]-self.surface.get_height()/2)
screen.blit(self.surface, blit_pos)
def update(self):
self.velocity = (self.velocity[0]+self.accel[0], self.velocity[1]+self.accel[1])
self.pos = (self.pos[0] + self.velocity[0], self.pos[1] + self.velocity[1])
self.accel = (0,0)
def apply_force(self,force):
self.accel = (self.accel[0]+force[0],self.accel[1]+force[1])
projectiles = {}
width = 640
height = 600
SIZE = (width, height)
FRICTION = 0.3
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
CIRCLE_RADIUS = 2
BLACK = (0, 0, 0)
def init_circle():
global particle
particle = Particle(width // 2, height // 2)
surface = pygame.Surface((CIRCLE_RADIUS * 2, CIRCLE_RADIUS * 2))
pygame.draw.circle(surface, RED, (CIRCLE_RADIUS, CIRCLE_RADIUS), CIRCLE_RADIUS)
particle.set_surface(surface.convert_alpha())
def main():
screen = init_game()
game_loop(screen)
exit_game()
def init_game():
global clock
clock = pygame.time.Clock()
pygame.init()
screen = pygame.display.set_mode(SIZE)
init_circle()
return screen
def game_loop(screen):
while True:
if not event_handling():
break
if not update_game():
break
event_handling()
update_game()
draw_screen(screen)
def event_handling():
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_UP]:
particle.apply_force((0,-1))
if keys_pressed[pygame.K_DOWN]:
particle.apply_force((0,1))
if keys_pressed[pygame.K_LEFT]:
particle.apply_force((-1,0))
if keys_pressed[pygame.K_RIGHT]:
particle.apply_force((1,0))
particle.apply_force((particle.velocity[0]*-FRICTION,particle.velocity[1]*-FRICTION))
particle.update()
return True
def update_game():
clock.tick(60)
return True
def draw_screen(screen):
screen.fill(BLACK)
particle.appear(screen)
pygame.display.flip()
def exit_game():
pygame.quit()
main()
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import pygame
class Walker:
def __init__(self,pos,size):
self.pos = pos
self.size = size
self.walk_direction = (0,0)
def grow(self):
self.size = self.size + 1
def controls(self):
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_UP]:
pos = (walker.pos[0], walker.pos[1] - 1)
self.pos = pos
self.walk_direction = (self.walk_direction[0],self.walk_direction[1]-1)
if keys_pressed[pygame.K_DOWN]:
pos = (walker.pos[0], walker.pos[1] + 1)
self.pos = pos
self.walk_direction = (self.walk_direction[0], self.walk_direction[1] - 1)
if keys_pressed[pygame.K_LEFT]:
pos = (walker.pos[0] - 1, walker.pos[1])
self.pos = pos
self.walk_direction = (self.walk_direction[0], self.walk_direction[1] - 1)
if keys_pressed[pygame.K_RIGHT]:
pos = (walker.pos[0] + 1, walker.pos[1])
self.pos = pos
self.walk_direction = (self.walk_direction[0], self.walk_direction[1] - 1)
if keys_pressed[pygame.K_SPACE]:
x=0
projectiles[x] = Particle(walker.pos[0],walker.pos[1])
projectiles[x].apply_force(self.walk_direction)
x+=1
def appearance(self,screen):
pygame.draw.circle(screen, RED, self.pos, self.size)
class Particle:
def __init__(self,x,y):
self.pos = (x,y)
self.velocity = (0,0)
self.accel = (0,0)
self.surface = None
def set_surface(self,surface):
self.surface = surface
def appear(self,screen):
if self.surface is not None:
pygame.draw.circle(screen, BLUE, self.pos, CIRCLE_RADIUS)
blit_pos = (self.pos[0]-self.surface.get_width()/2, self.pos[1]-self.surface.get_height()/2)
screen.blit(self.surface, blit_pos)
def update(self):
self.velocity = (self.velocity[0]+self.accel[0], self.velocity[1]+self.accel[1])
self.pos = (self.pos[0] + self.velocity[0], self.pos[1] + self.velocity[1])
self.accel = (0,0)
def apply_force(self,force):
self.accel = (self.accel[0]+force[0],self.accel[1]+force[1])
projectiles = {}
width = 640
height = 600
SIZE = (width, height)
FRICTION = 0.3
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
CIRCLE_RADIUS = 2
BLACK = (0, 0, 0)
def init_circle():
global particle
particle = Particle(width // 2, height // 2)
surface = pygame.Surface((CIRCLE_RADIUS * 2, CIRCLE_RADIUS * 2))
pygame.draw.circle(surface, RED, (CIRCLE_RADIUS, CIRCLE_RADIUS), CIRCLE_RADIUS)
particle.set_surface(surface.convert_alpha())
def main():
screen = init_game()
game_loop(screen)
exit_game()
def init_game():
global clock
global walker
walker = Walker((300,300),10)
clock = pygame.time.Clock()
pygame.init()
screen = pygame.display.set_mode(SIZE)
init_circle()
return screen
def game_loop(screen):
while True:
if not event_handling():
break
if not update_game():
break
event_handling()
update_game()
draw_screen(screen)
def event_handling():
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
return True
def update_game():
walker.controls()
for x in projectiles:
projectiles[x].update()
clock.tick(60)
return True
def draw_screen(screen):
screen.fill(BLACK)
walker.appearance(screen)
for x in projectiles:
projectiles[x].appear(screen)
pygame.display.flip()
def exit_game():
pygame.quit()
main()
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import pygame
BLOCKSIZE = 200
width = 600
height = 600
SIZE = (width, height)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
class Block:
def __init__(self, grid_pos, visibility):
self.grid_pos = grid_pos
self.visibility = visibility
def draw(self,screen):
block_shape = (self.grid_pos[0], self.grid_pos[1], BLOCKSIZE, BLOCKSIZE)
pygame.draw.rect(screen, BLACK, block_shape)
pygame.draw.rect(screen, RED, block_shape, 1)
class Circle:
def __init__(self, grid_pos, visibility):
self.grid_pos = grid_pos
self.visibility = visibility
def set_visible(self):
self.visibility = True
def draw(self,screen):
radius = BLOCKSIZE // 2
center = (self.grid_pos[0]-radius, self.grid_pos[1]-radius)
pygame.draw.circle(screen, WHITE, center, radius)
pygame.draw.circle(screen, BLACK, center, radius-10)
class Cross:
def __init__(self, grid_pos, visibility):
self.grid_pos = grid_pos
self.visibility = visibility
def set_visible(self):
self.visibility = True
def draw(self,screen):
pass
def main():
screen = init_game()
create_grid(screen)
game_loop(screen)
exit_game()
def init_game():
global circles
global blocks
global crosses
crosses ={}
circles = {}
blocks = {}
pygame.init()
screen = pygame.display.set_mode(SIZE)
return screen
def game_loop(screen):
while True:
if not event_handling():
break
if not update_game():
break
event = event_handling()
update_game()
draw_game(screen)
def event_handling():
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
if event.type == pygame.MOUSEBUTTONDOWN:
pos = pygame.mouse.get_pos()
x = pos[0] // BLOCKSIZE * BLOCKSIZE
y = pos[1] // BLOCKSIZE * BLOCKSIZE
circles[(x, y)].set_visible()
return True
def update_game():
return True
def draw_game(screen):
screen.fill(BLACK)
for x,y in blocks:
if blocks[(x,y)].visibility:
blocks[(x,y)].draw(screen)
if circles[(x,y)].visibility:
circles[(x,y)].draw(screen)
pygame.display.flip()
def create_grid(screen):
y = 0
for _ in range(3):
x = 0
for _ in range(3):
blocks[(x,y)]= (Block ((x, y), True))
circles[(x, y)] = (Circle((x, y), False))
x += BLOCKSIZE
y += BLOCKSIZE
def exit_game():
pygame.quit()
main()