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()