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- import pygame
-
- # Festlegung der Konstanten
- WIDTH = 320
- HEIGHT = 240
- SIZE = (WIDTH, HEIGHT)
- FPS = 30
- BLACK = (0, 0, 0)
- GREEN = (0, 255, 0)
- RED = (255, 0, 0)
- CIRCLE_RADIUS = 5
- MAX_SPEED = 30
- FRICTION = 0.97
-
-
- # Hauptfunktion mit Standardstruktur eines Pygame
- def main():
- screen = init_game()
- game_loop(screen)
- exit_game()
-
-
- # Initialisierung von Pygame
- def init_game():
- global position
- global speed
- global clock
- global pushed
- position = (WIDTH // 2, HEIGHT // 2)
- speed = (0.0, 0.0)
- clock = pygame.time.Clock()
- pushed = False
- pygame.init()
- return pygame.display.set_mode(SIZE)
-
-
- # Game-Loop
- def game_loop(screen):
- while True:
- if event_handling() == False:
- break
- if update_game() == False:
- break
- draw_game(screen)
- clock.tick(FPS)
-
-
- # Beenden von Pygame
- def exit_game():
- pygame.quit()
-
-
- # Event-Behandlung
- def event_handling():
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- return False
- if not pushed and event.type == pygame.MOUSEBUTTONUP:
- button_pushed()
- return True
-
-
- def button_pushed():
- global speed, pushed
- mouse_pos = pygame.mouse.get_pos()
- delta_x = mouse_pos[0] - position[0]
- delta_y = mouse_pos[1] - position[1]
- speed = (MAX_SPEED * delta_x / WIDTH, MAX_SPEED * delta_y / HEIGHT)
- pushed = True
-
-
- # Aktualisierung des Spiels
- def update_game():
- if pushed:
- calc_new_position()
- calc_new_speed()
- return True
-
-
- def calc_new_speed():
- global speed, pushed
- speed = (speed[0] * FRICTION, speed[1] * FRICTION)
- if abs(speed[0]) < 0.1 and abs(speed[1]) < 0.1:
- pushed = False
- speed = (0.0, 0.0)
-
-
- def calc_new_position():
- global speed, position
- position = (position[0] + speed[0], position[1] + speed[1])
- if position[0] < CIRCLE_RADIUS or position[0] + CIRCLE_RADIUS >= WIDTH:
- speed = (-speed[0], speed[1])
- position = (position[0] + speed[0], position[1] + speed[1])
- if position[1] < CIRCLE_RADIUS or position[1] + CIRCLE_RADIUS >= HEIGHT:
- speed = (speed[0], -speed[1])
- position = (position[0] + speed[0], position[1] + speed[1])
-
-
- # Zeichnen des Spiels
- def draw_game(screen):
- screen.fill(GREEN)
- pygame.draw.circle(screen, BLACK, position, CIRCLE_RADIUS)
- if not pushed:
- mouse_pos = pygame.mouse.get_pos()
- if mouse_pos[0] > 0 and mouse_pos[0] < WIDTH-1 and mouse_pos[1] > 0 and mouse_pos[1] < HEIGHT-1:
- pygame.draw.line(screen, RED, position, mouse_pos, 2)
- pygame.display.flip()
-
-
-
- # Start des Programms
- main()
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