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hoffmeisterda104361 committed 2026-10-19 20:29:13 +02:00
commit 39f56a3b10
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import tkinter as tk
class AppWindow:
def __init__(self,width,height,title="AppWindow"):
self.root = tk.Tk()
self.root.title(title)
self.root.geometry(f"{width}x{height}")
def run(self):
self.init_widgets()
self.root.mainloop()
self.root.close()
def init_widgets(self):
pass
def close(self):
pass
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import random
import pygame
class Game:
SIZE = (500, 500)
FPS = 30
def __init__(self):
self.screen = None
self.clock = pygame.time.Clock()
def run(self):
self.init_game()
self.game_loop()
self.exit_game()
def init_game(self):
random.seed()
pygame.init()
def set_screen(self):
if self.screen is None:
self.screen = pygame.display.set_mode(Game.SIZE)
self.screen.fill((0, 0, 0))
return self.screen
def game_loop(self):
while True:
if not self.event_handling():
break
if not self.update_game():
break
self.draw_game()
self.clock.tick(self.FPS)
def event_handling(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
keys = pygame.key.get_pressed()
# TODO: implement key events
return True
def update_game(self):
# TODO: implement game logic
return True
def draw_game(self):
pygame.display.flip()
def exit_game(self):
pygame.quit()
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import random
class Node:
def __init__(self,data):
self.data = data
self.adjacent_nodes = list()
def add_adjacency(self,node):
self.adjacent_nodes.append(node)
class Graph:
def __init__(self):
self.nodes = list()
def add_node(self,data):
node = Node(data)
self.nodes.append(node)
def main():
for _ in range (10):
_ = Node(random.randint(0,100))
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class Particle:
def __init__(self,x,y,color,fade_speed):
self.pos = (x,y)
self.velocity = (0,0)
self.accel = (0,0)
self.surface = None
self.color = color
self.fade_speed = fade_speed
self.alpha = 255
def set_surface(self,surface):
self.surface = surface
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])
def fade(self):
self.alpha -= self.fade_speed
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import pygame
from my_package.Particle_class import Particle
class Spark(Particle):
def __init__(self,x,y,color, circle_rad,fade_speed=4):
super().__init__(x,y,color,fade_speed)
self.y = y
self.rad = circle_rad
self.image = pygame.Surface((self.rad * 2, self.rad * 2), pygame.SRCALPHA)
pygame.draw.circle(self.image, self.color, (self.rad, self.rad), self.rad)
def appear(self, screen):
if self.alpha > 0:
self.image.set_alpha(self.alpha)
screen.blit(self.image, (self.pos[0] - self.rad, self.pos[1] - self.rad))