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

8
.idea/.gitignore generated vendored Normal file
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# Default ignored files
/shelf/
/workspace.xml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

10
.idea/Solutions.iml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<module type="PYTHON_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$">
<excludeFolder url="file://$MODULE_DIR$/.venv" />
</content>
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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<component name="InspectionProjectProfileManager">
<profile version="1.0">
<option name="myName" value="Project Default" />
<inspection_tool class="PyPep8Inspection" enabled="true" level="WEAK WARNING" enabled_by_default="true">
<option name="ignoredErrors">
<list>
<option value="E302" />
<option value="E111" />
</list>
</option>
</inspection_tool>
</profile>
</component>

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<component name="InspectionProjectProfileManager">
<settings>
<option name="USE_PROJECT_PROFILE" value="false" />
<version value="1.0" />
</settings>
</component>

7
.idea/misc.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Black">
<option name="sdkName" value="Python 3.12 (Solutions)" />
</component>
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.12 (Solutions)" project-jdk-type="Python SDK" />
</project>

8
.idea/modules.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/Solutions.iml" filepath="$PROJECT_DIR$/.idea/Solutions.iml" />
</modules>
</component>
</project>

6
.idea/vcs.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$" vcs="Git" />
</component>
</project>

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while front_is_clear():
move()
turn_left()
turn_left()
################################################################
# WARNING: Do not change this comment.
# Library Code is below.
################################################################
def turn_around():
turn_left()
turn_left()

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def take_if_there():
if object_here():
take()
for _ in range(9):
take_if_there()
move()
take_if_there()

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for i in range(10):
put()
move()
put()
################################################################
# WARNING: Do not change this comment.
# Library Code is below.
################################################################
def turn_right():
turn_left()
turn_left()
turn_left()

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def turn_right():
turn_left()
turn_left()
turn_left()
move()
move()
turn_left()
move()
move()
turn_right()
move()
take()
turn_left()
turn_left()
move()
move()
turn_left()
move()
put()
################################################################
# WARNING: Do not change this comment.
# Library Code is below.
################################################################

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move()
move()
take()
turn_left()
move()
turn_left()
turn_left()
turn_left()
move()
move()
put()
################################################################
# WARNING: Do not change this comment.
# Library Code is below.
################################################################

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def do_robin():
if object_here():
take()
if not object_here():
put()
while front_is_clear():
do_robin()
move()
do_robin()
################################################################
# WARNING: Do not change this comment.
# Library Code is below.
################################################################
def turn_around():
turn_left()
turn_left()

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def do_robin():
if object_here():
take()
else:
put()
while front_is_clear():
do_robin()
move()
do_robin()
################################################################
# WARNING: Do not change this comment.
# Library Code is below.
################################################################
def turn_around():
turn_left()
turn_left()

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while front_is_clear():
move()
################################################################
# WARNING: Do not change this comment.
# Library Code is below.
################################################################
def turn_around():
turn_left()
turn_left()

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from library import turn_right
while wall_on_right():
move()
turn_left()
turn_left()
move()
################################################################
# WARNING: Do not change this comment.
# Library Code is below.
################################################################
def turn_right():
for _ in range(3):
turn_left()

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def repair_stone():
if object_here():
pass
else:
put()
def repair_pillar():
turn_left()
while front_is_clear():
repair_stone()
move()
repair_stone()
turn_left()
turn_left()
while front_is_clear():
move()
turn_left()
move()
think(0)
for _ in range(3):
move()
move()
repair_pillar()

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def turn_around():
turn_left()
turn_left()
def turn_right():
turn_left()
turn_left()
turn_left()
def collect_star():
if object_here():
take()
def collect_all_in_row():
while front_is_clear():
collect_star()
move()
collect_star()
def move_up():
turn_around()
while wall_on_right():
move()
turn_right()
move()
turn_left()
while front_is_clear():
move()
turn_around()
think(3)
for _ in range(8):
collect_all_in_row()
move_up()
collect_all_in_row()

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def turn_around():
turn_left()
turn_left()
def turn_right():
turn_left()
turn_left()
turn_left()
def double_star():
take()
move()
put()
put()
turn_around()
move()
turn_around()
def double_all_stars():
while object_here():
double_star()
def move_star():
take()
move()
put()
turn_around()
move()
turn_around()
def move_all_stars():
while object_here():
move_star()
move()
double_all_stars()
move()
turn_around()
move_all_stars()
move()
move()

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def turn_around():
turn_left()
turn_left()
def turn_right():
turn_left()
turn_left()
turn_left()
def set_stars():
move()
while wall_on_right():
put()
move()
def move_to_start():
turn_right()
move()
turn_right()
while right_is_clear():
move()
while wall_on_right():
move()
turn_right()
move()
turn_right()
move()
def move_to_last_star():
while object_here():
move()
turn_around()
move()
turn_around()
def move_to_end():
while front_is_clear():
move()
def count_stars():
move_to_start()
while object_here():
move_to_last_star()
if object_here():
take()
move_to_end()
put()
move_to_start()
set_stars()
count_stars()

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from library import turn_around, turn_right, move_to_wall
def clean_room():
turn_left()
while front_is_clear():
turn_right()
clean_row()
move_to_next_row()
turn_right()
clean_row()
def clean_row():
while front_is_clear():
clean_cell()
move()
clean_cell()
turn_around()
move_to_wall()
turn_around()
def clean_cell():
if object_here():
take()
def move_to_next_row():
turn_left()
move()
think(30)
clean_room()
################################################################
# WARNING: Do not change this comment.
# Library Code is below.
################################################################
def turn_right():
for _ in range(3):
turn_left()
def turn_around():
turn_left()
turn_left()
def move_to_wall():
while front_is_clear():
move()

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def turn_right():
turn_left()
turn_left()
turn_left()
def turn_around():
turn_left()
turn_left()
def set_stone_above():
turn_left()
move()
put()
turn_right()
move()
turn_right()
move()
turn_left()
def build_first_row():
while front_is_clear():
put()
move()
put()
turn_around()
while front_is_clear():
move()
turn_around()
def build_second_row():
move()
while front_is_clear():
set_stone_above()
turn_left()
move()
turn_left()
move()
while object_here():
move()
turn_around()
move()
def build_next_row():
move()
while object_here():
set_stone_above()
turn_left()
move()
turn_left()
move()
if object_here():
take()
move()
while object_here():
move()
turn_around()
move()
think(3)
set_trace_style("invisible")
build_first_row()
build_second_row()
while object_here():
build_next_row()

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def plant_a_tulip():
move()
turn_left()
turn_left()
turn_left()
move()
put()
turn_left()
turn_left()
move()
turn_left()
turn_left()
turn_left()
move()
while front_is_clear():
plant_a_tulip()

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# Sophia läuft 100 Schritte nach vorne
from turtle import Turtle
sophia = Turtle()
sophia.forward(100)
sophia.screen.mainloop()

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# Sophia zeichnet eine gestrichelte Linie
from turtle import Turtle
sophia = Turtle()
sophia.hideturtle()
for _ in range(10):
sophia.penup()
sophia.forward(5)
sophia.pendown()
sophia.forward(5)
sophia.screen.mainloop()

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# Sophia zeichnet eine farbige Linie
from turtle import Turtle
sophia = Turtle()
sophia.pensize(5)
sophia.pencolor('green')
sophia.forward(30)
sophia.pencolor('blue')
sophia.forward(30)
sophia.pencolor('red')
sophia.forward(30)
sophia.pencolor('white')
sophia.forward(30)
sophia.pencolor('black')
sophia.forward(30)
sophia.pencolor('#c72426')
sophia.forward(30)
sophia.screen.mainloop()

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# Nutzung von RGP-Farben in Turtle-Grafiken
from turtle import Turtle
sophia = Turtle()
sophia.pensize(50)
sophia.screen.colormode(255) # RGB-Farben aktivieren
sophia.pencolor(199, 36, 38)
sophia.forward(50)
sophia.screen.mainloop()

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# Zeichnen eines Quadrats mit der Turtle
from turtle import Turtle
sophia = Turtle()
# Sophia zeichnet ein Quadrat
def draw_square():
for _ in range(4):
sophia.forward(100)
sophia.right(90)
draw_square()
sophia.screen.mainloop()

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# Zeichnen eines Quadrats variabler Größe mit der Turtle
from turtle import Turtle
sophia = Turtle()
# Eine Turtle zeichnet ein Quadrat
def draw_square(turtle, length):
for _ in range(4):
turtle.forward(length)
turtle.right(90)
draw_square(sophia, 100)
sophia.screen.mainloop()

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# Zeichnen eines gefüllten Quadrats mit der Turtle
from turtle import Turtle
# Eine Turtle zeichnet ein Quadrat
def draw_square(turtle, length):
for _ in range(4):
turtle.forward(length)
turtle.right(90)
# Eine Turtle zeichnet ein gefülltes Quadrat
def draw_filled_square(turtle, length):
turtle.begin_fill()
draw_square(turtle, length)
turtle.end_fill()
sophia = Turtle()
sophia.fillcolor('red')
draw_filled_square(sophia, 100)
sophia.screen.mainloop()

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# Eine Turtle erhält eine Methode zum Zeichnen eines gefüllten Quadrats
from turtle import Turtle
# Eine Turtle zeichnet ein Quadrat
def draw_square(turtle, length):
for _ in range(4):
turtle.forward(length)
turtle.right(90)
#
def draw_filled_square(turtle, length):
turtle.begin_fill()
draw_square(turtle, length)
turtle.end_fill()
# Eintragen der Methode draw_filled_square
Turtle.draw_filled_square = draw_filled_square
sophia = Turtle()
sophia.fillcolor('red')
sophia.draw_filled_square(100)
sophia.screen.mainloop()

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from turtle import Turtle
sophia = Turtle()
sophia.write('Hello, World!', align='center', font=('Arial', 24, 'bold'))
sophia.screen.mainloop()

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from turtle import Turtle
sophia = Turtle()
def draw_h(turtle):
turtle.left(90)
turtle.forward(100)
turtle.backward(50)
turtle.right(90)
turtle.forward(50)
turtle.left(90)
turtle.forward(50)
turtle.backward(100)
turtle.right(90)
draw_h(sophia)
sophia.screen.mainloop()

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# Zeichnen einer Ampel
from turtle import Turtle
def draw_rectangle(turtle, width, height):
for _ in range(2):
turtle.forward(width)
turtle.left(90)
turtle.forward(height)
turtle.left(90)
def draw_case(turtle):
turtle.pencolor('black')
turtle.fillcolor('black')
turtle.pendown()
turtle.begin_fill()
draw_rectangle(turtle, 70, 190)
turtle.end_fill()
turtle.penup()
def draw_light(turtle, color):
turtle.pencolor(color)
turtle.fillcolor(color)
turtle.pendown()
turtle.begin_fill()
turtle.right(90)
turtle.circle(25)
turtle.end_fill()
turtle.penup()
turtle.left(90)
def draw_traffic_light(turtle):
draw_case(turtle)
turtle.forward(35)
turtle.left(90)
turtle.forward(10)
draw_light(turtle, 'green')
turtle.forward(60)
draw_light(turtle, 'yellow')
turtle.forward(60)
draw_light(turtle, 'red')
zoe = Turtle()
draw_traffic_light(zoe)
zoe.hideturtle()
zoe.screen.mainloop()

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# Zeichnen von Flaggen mit der Turtle
from turtle import Turtle
def draw_flag(turtle, color1, color2, color3):
turtle.pencolor('black')
turtle.pendown()
draw_rectangle(turtle, 600, 300)
turtle.penup()
draw_segment(turtle, color1)
draw_segment(turtle, color2)
draw_segment(turtle, color3)
def draw_segment(turtle, color):
turtle.fillcolor(color)
draw_filled_rectangle(turtle, 200, 300)
turtle.forward(200)
def draw_filled_rectangle(turtle, width, height):
turtle.begin_fill()
draw_rectangle(turtle, width, height)
turtle.end_fill()
def draw_rectangle(turtle, width, height):
for _ in range(2):
turtle.forward(width)
turtle.left(90)
turtle.forward(height)
turtle.left(90)
Turtle.draw_flag = draw_flag
sophia = Turtle()
sophia.draw_flag('green', 'white', 'red')
sophia.backward(600)
sophia.right(90)
sophia.forward(400)
sophia.left(90)
sophia.draw_flag('blue', 'white', 'red')
sophia.hideturtle()
sophia.screen.mainloop()

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# Zeichnen der Flagge Deutschlands mit der Turtle
from turtle import *
def draw_rectangle(width, height):
begin_fill()
forward(width)
right(90)
forward(height)
right(90)
forward(width)
right(90)
forward(height)
right(90)
end_fill()
def next_shape():
penup()
right(90)
forward(50)
left(90)
pendown()
pencolor('Black')
fillcolor('Black')
draw_rectangle(200, 50)
next_shape()
pencolor('Red')
fillcolor('Red')
draw_rectangle(200,50)
next_shape()
pencolor('Yellow')
fillcolor('Yellow')
draw_rectangle(200,50)
done()

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# Zeichnen
from turtle import Turtle
def draw_heart(turtle):
turtle.left(40)
turtle.forward(178)
turtle.circle(90,200)
turtle.right(120)
turtle.circle(90,200)
turtle.forward(178)
sophia = Turtle()
sophia.screen.bgcolor('Black')
sophia.pencolor('Red')
sophia.fillcolor('Red')
sophia.begin_fill()
draw_heart(sophia)
sophia.end_fill()
sophia.hideturtle()
sophia.screen.mainloop()

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# Zeichnen des Wortes "Hello" mit der Turtle
from turtle import Turtle
def space(turtle):
turtle.penup()
turtle.forward(30)
turtle.pendown()
def draw_h(turtle):
turtle.left(90)
turtle.forward(100)
turtle.backward(50)
turtle.right(90)
turtle.forward(50)
turtle.left(90)
turtle.forward(50)
turtle.backward(100)
turtle.right(90)
def draw_e(turtle):
turtle.left(90)
turtle.forward(100)
turtle.right(90)
turtle.forward(50)
turtle.backward(50)
turtle.right(90)
turtle.forward(50)
turtle.left(90)
turtle.forward(30)
turtle.backward(30)
turtle.right(90)
turtle.forward(50)
turtle.left(90)
turtle.forward(50)
def draw_l(turtle):
turtle.left(90)
turtle.forward(100)
turtle.backward(100)
turtle.right(90)
turtle.forward(50)
def draw_o(turtle):
turtle.penup()
turtle.forward(40)
turtle.pendown()
turtle.circle(50)
turtle.penup()
turtle.forward(40)
turtle.pendown()
sophia = Turtle()
sophia.speed(0)
draw_h(sophia)
space(sophia)
draw_e(sophia)
space(sophia)
draw_l(sophia)
space(sophia)
draw_l(sophia)
space(sophia)
draw_o(sophia)
sophia.screen.mainloop()

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# Zeichnet ein Mandala mit der Turtle-Grafik
from turtle import Turtle
sophia = Turtle()
sophia.speed(0)
for _ in range(36):
sophia.pencolor("Blue")
sophia.circle(100)
sophia.pencolor("Red")
sophia.forward(200)
sophia.left(120)
sophia.color("Orange")
sophia.forward(100)
sophia.left(70)
sophia.forward(15)
sophia.screen.mainloop()

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from turtle import Turtle
def draw_square(turtle, length):
for _ in range(4):
turtle.forward(length)
turtle.right(90)
def draw_mandala(turtle, length):
for _ in range(18):
draw_square(turtle, length)
turtle.right(20)
sophia = Turtle()
draw_mandala(sophia, 100)
sophia.screen.mainloop()

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import math
from turtle import Turtle
def draw_santas_house(turtle, length):
turtle.left(90)
turtle.forward(length)
turtle.right(90)
turtle.forward(length)
turtle.right(90 + 45)
turtle.forward(1.4142 * length)
turtle.left(90 + 45)
turtle.forward(length)
turtle.left(90 + 45)
turtle.forward(1.4142 * length)
turtle.right(45 + 30)
turtle.forward(length)
turtle.right(120)
turtle.forward(length)
turtle.right(30)
turtle.forward(length)
Turtle.draw_santas_house = draw_santas_house
sophia = Turtle()
sophia.draw_santas_house(200)
sophia.screen.mainloop()

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from turtle import Turtle
def draw_building(turtle):
turtle.fillcolor('black')
turtle.pencolor('black')
draw_filled_rectangle(turtle,100, 210)
turtle.left(90)
for _ in range(5):
draw_floor(turtle)
def draw_floor(turtle):
turtle.penup()
turtle.forward(10)
turtle.right(90)
turtle.forward(10)
turtle.pendown()
for _ in range(3):
draw_window(turtle)
next_window(turtle)
turtle.penup()
turtle.backward(100)
turtle.left(90)
turtle.forward(30)
def draw_window(turtle):
turtle.fillcolor('yellow')
turtle.pencolor('yellow')
draw_filled_rectangle(turtle, 20, 30)
def next_window(turtle):
turtle.penup()
turtle.forward(30)
turtle.pendown()
def draw_filled_rectangle(turtle, width, height):
turtle.begin_fill()
for _ in range(2):
turtle.forward(width)
turtle.left(90)
turtle.forward(height)
turtle.left(90)
turtle.end_fill()
sophia = Turtle()
sophia.screen.bgcolor('blue')
draw_building(sophia)
sophia.hideturtle()
sophia.screen.mainloop()

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from turtle import Turtle
def draw_segment(turtle, degree, length):
turtle.pendown()
turtle.begin_fill()
turtle.circle(length, degree)
turtle.left(90)
turtle.forward(length)
turtle.right(degree)
turtle.backward(length)
turtle.end_fill()
turtle.penup()
turtle.forward(length)
turtle.left(degree)
turtle.backward(length)
turtle.right(90)
Turtle.draw_segment = draw_segment
sophia = Turtle()
sophia.pencolor('red')
sophia.fillcolor('red')
sophia.draw_segment(240, 100)
sophia.pencolor('blue')
sophia.fillcolor('blue')
sophia.draw_segment(90, 100)
sophia.pencolor('green')
sophia.fillcolor('green')
sophia.draw_segment(30, 100)
sophia.hideturtle()
sophia.screen.mainloop()

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from turtle import Turtle
sophia = Turtle()
zoe = Turtle()
sophia.screen.bgcolor('grey')
sophia.pencolor('black')
sophia.fillcolor('black')
zoe.pencolor('white')
zoe.fillcolor('white')
zoe.begin_fill()
zoe.left(90)
zoe.penup()
zoe.forward(300)
zoe.left(90)
zoe.circle(150, 180)
zoe.end_fill()
sophia.begin_fill()
sophia.circle(150, 180)
sophia.penup()
sophia.left(90)
sophia.forward(300)
sophia.left(90)
sophia.end_fill()
zoe.penup()
zoe.left(90)
zoe.forward(150)
zoe.right(90)
zoe.pendown()
zoe.begin_fill()
zoe.circle(75,180)
zoe.left(90)
zoe.forward(150)
zoe.end_fill()
sophia.pendown()
sophia.begin_fill()
sophia.left(90)
sophia.forward(150)
sophia.left(90)
sophia.circle(75,180)
sophia.end_fill()
zoe.penup()
zoe.forward(85)
zoe.left(90)
zoe.pendown()
zoe.begin_fill()
zoe.circle(10)
zoe.end_fill()
sophia.penup()
sophia.left(90)
sophia.forward(235)
sophia.left(90)
sophia.pendown()
sophia.begin_fill()
sophia.circle(10)
sophia.end_fill()
sophia.hideturtle()
zoe.hideturtle()
sophia.screen.mainloop()

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from turtle import Turtle
def draw_archery_target(turtle):
draw_circle(turtle, 30, 'red')
draw_circle(turtle, 20, 'white')
draw_circle(turtle, 10, 'red')
def draw_circle(turtle, radius, color):
turtle.fillcolor(color)
turtle.pencolor(color)
turtle.begin_fill()
turtle.pendown()
turtle.circle(radius)
turtle.penup()
turtle.end_fill()
turtle.left(90)
turtle.forward(10)
turtle.right(90)
sophia = Turtle()
draw_archery_target(sophia)
sophia.hideturtle()
sophia.screen.mainloop()

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# This is a comment
print('Hello World!')

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for _ in range(100):
# print('Ich darf Sophia nicht umdrehen.')
print('Ich darf Sophia nicht umdrehen.', end=' ')

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# Werte und Typen
x = 17
print(type(x))
y = '17'
print(type(y))
z = 17.0
print(type(z))
# Eingabe mit Ignorierung der Rückgabe
input('Gib Deinen Namen ein: ')
# Eingabe mit Speicherung der Rückgabe
user_name = input('Gib Deinen Namen ein: ')
print('Hallo', user_name)

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# Typen und ihre Konvertierung
def typfehler():
p = '10'
for _ in range(p):
print('no way!')
print(int("10"))
#print(int("10.6"))
#print(int("A"))
print(int(10.0))
print(int(10.3))
print(int(10.7))
print(str(10.7))
print(float(10))
print(float("10"))
print(float("10.7"))
#print(float("A"))
# Range erwartet Ganzzahlen
p = '10'
for _ in range(int(p)):
print('way!')
# Ganzzahlige Division // vs Gleitkomma-Division /
print(3 // 2)
print(3 / 2)
# Boolescher Typ
t = True
print(type(t))

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# Thema: Ausdrücke
# Ausführungsreihenfolge
print(3 * 4 - 8 // 2)
print(3 * (4 - 8) // 2)
# Operatoren bei unterschiedlichen Typen
print(4.0 + 2)
print (4 * 2.0)
print(4 / 2)
# Formatierte Ausgabe
print(f'Das Ergebnis ist {3+4}')
s = 'Haus'
z = 7
print(f'{s:10} ist ein Gebäude')
print(f'{z:010} ist eine Zahl')
euro = 20 / 3
print(f'Das kostet {euro:.2f} €.')
# Mehrere Ausdrücke in einem f-String
eingabe = 5
print(f'Das Quadrat von {eingabe} ist {eingabe*eingabe:.2f}')
print(f'{3+4} {3*4} {3-4} {3/4} {3//4} {3%4} {3**4}')

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# Berechnen des Durchschnitts einer Liste von Zahlen
sum = 0.0
count = 0
while True:
input_text = input("Geben Sie eine Zahl ein (0 bricht ab): ")
number = float(input_text)
if number == 0:
break
sum = sum + number
count = count + 1
if count == 0:
print("Keine Zahlen eingegeben")
else:
print(f"Der Durchschnitt ist {sum / count:.3f}")

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# Funktion mit einer Rückgabe
def mal_drei(x):
return x * 3
print(mal_drei(5))
# Jede Funktion in Python gibt einen Wert zurück.
r = print("Hello World!")
print(r)
print(type(r))

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# Berechnung einer Kreisfläche
PI = 3.14159
radius = float(input("Bitte den Radius eingeben: "))
area = PI * radius * radius
print("Der Flächeninhalt beträgt", area)

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# Ausgabe von Geldbeträgen in einer speziellen Formatierung
def main():
for money in [100123345, 100123305, 5]:
print(format_money_string(money))
# Funktion zur Formatierung von Geldbeträgen
def format_money_string(cents):
euros = cents // 100
cents = cents % 100
thousands = euros // 1000
euros = euros % 1000
millions = thousands // 1000
thousands = thousands % 1000
if millions > 0:
return f'{millions}.{thousands:03}.{euros:03},{cents:02}'
elif thousands > 0:
return f'{thousands}.{euros:03},{cents:02}'
else:
return f'{euros},{cents:02}'
# Start des Programms
main()

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# Rechenmaschine
while True:
repeat = input("Soll noch eine Addition durchgeführt werden? (j/n): ")
if repeat == 'n':
break
zahl1 = float(input("Erste Zahl: "))
zahl2 = float(input("Zweite Zahl: "))
print(f"Die Summe beträgt {zahl1 + zahl2}")

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# Ausgabe eines Countdowns von 10 bis 0
start = 10
while start >= 0:
print(start)
start -= 1

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# Ermittlung, ob das Farbband gewechselt werden muss
# (immer an geraden Tagen)
# Eingabe
day = int(input('Welchen Kalendartag haben wir heute (1-31): '))
# Berechnung
if day % 2 == 0:
print('Wechsel das Farbband!')
else:
print('Alles gut!')

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# Ausgabe von Geldbeträgen in einer speziellen Formatierung
def main():
for money in [120, 90, 100, 102, 2]:
print(format_money_string(money))
# Funktion zur Formatierung von Geldbeträgen
def format_money_string(money):
euros = money // 100
cents = money % 100
return f'{euros},{cents:02}'
# Start des Programms
main()

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# Ausgabe von Quadratzahlen
MAX_NUM = 10
i = 0
while i <= MAX_NUM:
print(f"{i} quadriert ist {i*i}")
i += 1

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# Temperaturumrechnung
f = float(input("Geben Sie die Temperatur in Fahrenheit ein: "))
c = (f - 32) * 5 / 9
print(f"Die Temperatur in Celsius beträgt {c:.1f}")

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# Berechnung der Uhrzeit für Menschen
sec = int(input("Wie viele Sekunden sind seit Mitternacht vergangen? "))
hours = sec // 3600
minutes = (sec % 3600) // 60
seconds = sec % 60
print (f"Es ist {hours:02}:{minutes:02}:{seconds:02}.")

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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()