This commit is contained in:
Oliver Hofmann
2024-09-23 13:22:12 +02:00
commit 45c4160142
69 changed files with 1906 additions and 0 deletions
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import pygame
import math
import datetime
# Festlegung der Konstanten
WIDTH = 320
HEIGHT = 240
SIZE = (WIDTH, HEIGHT)
DISTANCE = 10
CIRCLE_RADIUS = HEIGHT//2 - DISTANCE
NUMBER_RADIUS = CIRCLE_RADIUS * 0.9
HOURS_LENGTH = NUMBER_RADIUS * 0.6
MINUTES_LENGTH = NUMBER_RADIUS * 0.8
SECONDS_LENGTH = NUMBER_RADIUS * 0.9
FONT_SIZE = 20
FONT_NAME = None # None = default font
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
FPS = 1
# Hauptfunktion mit Standardstruktur eines Pygame
def main():
screen = init_game()
game_loop(screen)
exit_game()
# Initialisierung von Pygame
def init_game():
global clock
global font
pygame.init()
clock = pygame.time.Clock()
font = pygame.font.Font(FONT_NAME, FONT_SIZE)
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
return True
# Aktualisierung des Spiels
def update_game():
global hours_angle
global minuten_angle
global seconds_angle
now = datetime.datetime.now()
hours = now.hour % 12
minutes = now.minute
seconds = now.second
hours_angle = (hours * 60 + minutes) / 720 * 2 * math.pi
minuten_angle = minutes / 60 * 2 * math.pi
seconds_angle = seconds / 60 * 2 * math.pi
return True
# Zeichnen des Spiels
def draw_game(screen):
screen.fill(BLACK)
position = (WIDTH//2, HEIGHT//2)
draw_dial(screen, position)
draw_hands(screen, position)
pygame.display.flip()
# Zeichnen des Ziffernblatts
def draw_dial(screen, position):
global font
# Rand
pygame.draw.circle(screen, WHITE, position, CIRCLE_RADIUS, 1)
# Ziffern
for i in range(12):
angle = i * (2 * math.pi) / 12
y = math.cos(angle) * NUMBER_RADIUS * -1
x = math.sin(angle) * NUMBER_RADIUS
text = font.render(str(i or 12), True, WHITE)
text_rect = text.get_rect(center=(WIDTH // 2 + x, HEIGHT // 2 + y))
screen.blit(text, text_rect)
# Zeichnen der Zeiger
def draw_hands(screen, position):
end_pos_hours = (position[0] + math.sin(hours_angle) * HOURS_LENGTH, position[1] + math.cos(hours_angle) * HOURS_LENGTH * -1)
pygame.draw.line(screen, WHITE, position, end_pos_hours, 4)
end_pos_minutes = (position[0] + math.sin(minuten_angle) * MINUTES_LENGTH, position[1] + math.cos(minuten_angle) * MINUTES_LENGTH * -1)
pygame.draw.line(screen, WHITE, position, end_pos_minutes, 2)
end_pos_seconds = (position[0] + math.sin(seconds_angle) * SECONDS_LENGTH, position[1] + math.cos(seconds_angle) * SECONDS_LENGTH * -1)
pygame.draw.line(screen, RED, position, end_pos_seconds, 1)
# Start des Programms
main()
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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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import pygame
# Festlegung der Konstanten
WIDTH = 320
HEIGHT = 240
SIZE = (WIDTH, HEIGHT)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
# Hauptfunktion mit Standardstruktur eines Pygame
def main():
screen = init_game()
game_loop(screen)
exit_game()
# Initialisierung von Pygame
def init_game():
global clicks
clicks = []
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)
# Beenden von Pygame
def exit_game():
pygame.quit()
# Event-Behandlung
def event_handling():
global clicks
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
if event.type == pygame.MOUSEBUTTONUP:
pos = pygame.mouse.get_pos()
clicks.append(pos)
return True
# Aktualisierung des Spiels
def update_game():
return True
# Zeichnen des Spiels
def draw_game(screen):
screen.fill(BLACK)
last_pos = None
for pos in clicks:
if last_pos is not None:
pygame.draw.line(screen, RED, last_pos, pos, 2)
last_pos = pos
pygame.display.flip()
# Start des Programms
main()
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# Listen-Literal mit 3 Elementen
l = [3, "Hello", 5.0]
print(l)
# Zugriff auf das erste Element der Liste
l = [3, "Hello", 5.0]
print(f"Das erste Element der Liste ist {l[0]}")
# Ändern des zweiten Elements der Liste
l = [3, "Hello", 5.0]
l[1] = "Hallo"
print(f"Das zweite Element der Liste ist jetzt {l[1]}")
# Iteration über die Elemente einer Liste
liste = [3, "Hello", 5.0]
for element in liste:
print(element)
# Iteration über ein Intervall
for zahl in range(3):
print(zahl)
# Typen von Listen und Intervallen
print(type([3, "Hello", 5.0]))
print(type(range(3)))
# Iteration über die Zeichen eines Strings
for c in "Hallo":
print(c)
# Konvertierung eines Strings in eine Liste
print(list("Hallo"))
# Tupel-Literal mit 3 Elementen, Zugriff, Iteration
tupel = (3, "Hello", 5.0)
print(tupel[2])
for element in tupel:
print(element)
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import pygame
# Festlegung der Konstanten
WIDTH = 320
HEIGHT = 240
SIZE = (WIDTH, HEIGHT)
BLACK = (0, 0, 0)
# Hauptfunktion mit Standardstruktur eines Pygame
def main():
screen = init_game()
game_loop(screen)
exit_game()
# Initialisierung von Pygame
def init_game():
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)
# Beenden von Pygame
def exit_game():
pygame.quit()
# Behandlung der Events
def event_handling():
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
return True
# Aktualisierung des Spiels
def update_game():
return True
# Zeichnen des Spiels
def draw_game(screen):
screen.fill(BLACK)
pygame.display.flip()
# Start des Programms
main()
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# Gültigkeitsbereich von Variablen
# 1. Beispiel: Änderungen an lokalen Variablen beeinflussen globale Variablen nicht
a = 1 # Globale Variable
def f():
a = 2 # Lokale Variable
f()
print(a)
# 2. Beispiel: Das Verdecken der globalen Variable durch eine lokale Variable
# kann durch die Verwendung des Schlüsselworts 'global' verhindert werden
def f():
global a
a = 2
f()
print(a)
# 3. Beispiel: Eine globale Variable kann in einer Funktion erstellt werden
def f():
global b
b = 3
f()
print(b)
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import pygame
# Festlegung der Konstanten
WIDTH = 320
HEIGHT = 240
SIZE = (WIDTH, HEIGHT)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
CIRCLE_RADIUS = 10
# Hauptfunktion mit Standardstruktur eines Pygame
def main():
screen = init_game()
game_loop(screen)
exit_game()
# Initialisierung von Pygame
def init_game():
global position
position = (WIDTH // 2, HEIGHT // 2)
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)
# Beenden von Pygame
def exit_game():
pygame.quit()
# Behandlung der Events
def event_handling():
global position
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
position = (position[0], position[1] - 1)
if event.key == pygame.K_DOWN:
position = (position[0], position[1] + 1)
if event.key == pygame.K_LEFT:
position = (position[0] - 1, position[1])
if event.key == pygame.K_RIGHT:
position = (position[0] + 1, position[1])
return True
# Aktualisierung des Spiels
def update_game():
return True
# Zeichnen des Spiels
def draw_game(screen):
screen.fill(BLACK)
pygame.draw.circle(screen, RED, position, CIRCLE_RADIUS)
pygame.display.flip()
# Start des Programms
main()
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import pygame
# Festlegung der Konstanten
WIDTH = 320
HEIGHT = 240
SIZE = (WIDTH, HEIGHT)
FPS = 30
BLACK = (0, 0, 0)
RED = (255, 0, 0)
CIRCLE_RADIUS = 10
KEY_UP = 0
KEY_DOWN = 1
KEY_LEFT = 2
KEY_RIGHT = 3
SPEED = 3
# Hauptfunktion mit Standardstruktur eines Pygame
def main():
screen = init_game()
game_loop(screen)
exit_game()
# Initialisierung von Pygame
def init_game():
global position
global keys_pressed
global clock
position = (WIDTH // 2, HEIGHT // 2)
keys_pressed = [False, False, False, False]
clock = pygame.time.Clock()
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()
# Behandlung der Events
def event_handling():
global keys_pressed
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
if event.type == pygame.KEYDOWN or event.type == pygame.KEYUP:
new_value = (event.type == pygame.KEYDOWN)
if event.key == pygame.K_UP:
keys_pressed[KEY_UP] = new_value
if event.key == pygame.K_DOWN:
keys_pressed[KEY_DOWN] = new_value
if event.key == pygame.K_LEFT:
keys_pressed[KEY_LEFT] = new_value
if event.key == pygame.K_RIGHT:
keys_pressed[KEY_RIGHT] = new_value
return True
# Aktualisierung des Spiels
def update_game():
global position
if keys_pressed[KEY_UP]:
position = (position[0], position[1] - SPEED)
if keys_pressed[KEY_DOWN]:
position = (position[0], position[1] + SPEED)
if keys_pressed[KEY_LEFT]:
position = (position[0] - SPEED, position[1])
if keys_pressed[KEY_RIGHT]:
position = (position[0] + SPEED, position[1])
return True
# Zeichnen des Spiels
def draw_game(screen):
screen.fill(BLACK)
pygame.draw.circle(screen, RED, position, CIRCLE_RADIUS)
pygame.display.flip()
# Start des Programms
main()