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import tkinter as tk
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class AppWindow:
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def __init__(self,width,height,title="AppWindow"):
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self.root = tk.Tk()
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self.root.title(title)
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self.root.geometry(f"{width}x{height}")
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def run(self):
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self.init_widgets()
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self.root.mainloop()
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self.root.close()
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def init_widgets(self):
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pass
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def close(self):
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pass
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import random
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import pygame
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class Game:
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SIZE = (500, 500)
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FPS = 30
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def __init__(self):
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self.screen = None
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self.clock = pygame.time.Clock()
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def run(self):
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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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def init_game(self):
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random.seed()
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pygame.init()
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def set_screen(self):
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if self.screen is None:
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self.screen = pygame.display.set_mode(Game.SIZE)
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self.screen.fill((0, 0, 0))
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return self.screen
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def game_loop(self):
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while True:
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if not self.event_handling():
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break
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if not self.update_game():
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break
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self.draw_game()
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self.clock.tick(self.FPS)
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def event_handling(self):
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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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keys = pygame.key.get_pressed()
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# TODO: implement key events
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return True
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def update_game(self):
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# TODO: implement game logic
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return True
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def draw_game(self):
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pygame.display.flip()
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def exit_game(self):
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pygame.quit()
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@@ -0,0 +1,22 @@
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import random
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class Node:
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def __init__(self,data):
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self.data = data
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self.adjacent_nodes = list()
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def add_adjacency(self,node):
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self.adjacent_nodes.append(node)
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class Graph:
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def __init__(self):
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self.nodes = list()
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def add_node(self,data):
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node = Node(data)
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self.nodes.append(node)
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def main():
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for _ in range (10):
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_ = Node(random.randint(0,100))
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@@ -0,0 +1,23 @@
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class Particle:
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def __init__(self,x,y,color,fade_speed):
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self.pos = (x,y)
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self.velocity = (0,0)
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self.accel = (0,0)
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self.surface = None
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self.color = color
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self.fade_speed = fade_speed
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self.alpha = 255
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def set_surface(self,surface):
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self.surface = surface
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def update(self):
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self.velocity = (self.velocity[0]+self.accel[0], self.velocity[1]+self.accel[1])
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self.pos = (self.pos[0] + self.velocity[0], self.pos[1] + self.velocity[1])
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self.accel = (0,0)
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def apply_force(self,force):
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self.accel = (self.accel[0]+force[0],self.accel[1]+force[1])
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def fade(self):
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self.alpha -= self.fade_speed
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@@ -0,0 +1,17 @@
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import pygame
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from my_package.Particle_class import Particle
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class Spark(Particle):
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def __init__(self,x,y,color, circle_rad,fade_speed=4):
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super().__init__(x,y,color,fade_speed)
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self.y = y
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self.rad = circle_rad
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self.image = pygame.Surface((self.rad * 2, self.rad * 2), pygame.SRCALPHA)
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pygame.draw.circle(self.image, self.color, (self.rad, self.rad), self.rad)
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def appear(self, screen):
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if self.alpha > 0:
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self.image.set_alpha(self.alpha)
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screen.blit(self.image, (self.pos[0] - self.rad, self.pos[1] - self.rad))
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