263 lines
7.3 KiB
Python
Executable File
263 lines
7.3 KiB
Python
Executable File
import pygame
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from random import randint
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OBJ_OVER = "GameOver"
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OBJ_BALL = "Ball"
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OBJ_PADDLE = "Paddle"
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OBJ_SCORE = "Score"
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###############################################################################
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class GameObject():
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"""
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Oberklasse für alle Objekte im Spiel
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Jedes Objekt sollte sich selbst aktualisieren und darstellen können
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"""
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def update(self, game_objects):
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pass
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def draw(self, window):
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pass
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###############################################################################
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class Window(GameObject):
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"""
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Das eigentliche Fenster für das Spiel
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Stellt den schwarzen Hintergrund dar und wird daher als erstes gezeichnet
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Steuert auch die Spielgeschwindigkeit
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"""
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def __init__(self):
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self.width = 640
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self.height = 480
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self.title = "Pong"
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pygame.init()
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pygame.display.set_caption(self.title)
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self.size = (self.width, self.height)
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self.screen = pygame.display.set_mode(self.size)
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self.clock = pygame.time.Clock()
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def update(self, game_objects):
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self.clock.tick(50)
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def draw(self, window=None):
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black = (0, 0, 0)
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self.screen.fill(black)
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###############################################################################
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class GameOverLabel(GameObject):
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"""
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Boolsches "Objekt", das festhält, ob das Spiel verloren wurde
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Stellt in diesem Fall die Game Over Schrift bereit
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"""
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def __init__(self, window):
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font = pygame.font.Font(None, 36)
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self.image = font.render('Game Over', 1, (255, 255, 255))
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self.rect = self.image.get_rect(centerx=window.width // 2,
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centery=window.height // 2)
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self.is_over = False
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def draw(self, window):
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if self.is_over:
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window.screen.blit(self.image, self.rect)
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###############################################################################
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class BouncingBall(GameObject):
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"""
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Das wandernde Ohm-Zeichen
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Abprallen wird im Rahmen der Aktualisierung berechnet
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Darstellung nur, wenn nicht gerade "Game Over angezeigt wird"
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"""
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def __init__(self, window):
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self.size = [window.width, window.height]
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self.object_image = pygame.image.load('A8/ohm.png')
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self.object_size = (50, 50)
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self.object_position = [window.width / 2 - self.object_size[0] / 2, window.height /2 - self.object_size[1]]
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# self.object_speed = [randint(1,7), randint(1,7)]
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self.object_speed = [5,5]
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self.rect = pygame.Rect(self.object_position[0],
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self.object_position[1],
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self.object_size[0],
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self.object_size[1])
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def update(self, game_objects):
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if game_objects[OBJ_OVER].is_over:
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return
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for dim in [0, 1]:
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# Bewegung des Objekts
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self.object_position[dim] += self.object_speed[dim]
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# Bouncing?
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if self.object_position[dim] < 0:
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self.object_speed[dim] *= -1
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end = self.object_position[dim] + self.object_size[dim]
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if end > self.size[dim]:
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self.object_speed[dim] *= -1
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if self.object_position[1] + self.object_size[1] > self.size[1]:
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game_objects[OBJ_OVER].is_over = True
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## rect aktualisieren, damit die Kollision stimmt ##
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self.rect.x = self.object_position[0]
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self.rect.y = self.object_position[1]
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## Bouncing bei Schlägertreff ##
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paddle = game_objects[OBJ_PADDLE]
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if self.rect.colliderect(paddle.rect):
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self.object_speed[1] *= -1
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game_objects[OBJ_SCORE].increment()
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def draw(self, window):
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window.screen.blit(self.object_image, self.object_position)
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###############################################################################
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class Paddle(GameObject):
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"""
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Der Schläger
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Darstellung nur, wenn nicht gerade "Game Over angezeigt wird"
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"""
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def __init__(self, window):
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self.width = 100
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self.height = 10
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x = window.width // 2 - self.width // 2
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y = window.height - 2 * self.height
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self.rect = pygame.Rect(x, y, self.width, self.height)
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self.color = (255, 0, 0) # rot
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self.speed = 10
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self.dx = 0
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self.dy = 0
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def update(self, game_objects):
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self.rect.x += self.dx
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self.rect.y += self.dy
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def draw(self, window):
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pygame.draw.rect(window.screen, self.color, self.rect)
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###############################################################################
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class Score(GameObject):
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def __init__(self, window):
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self.window = window
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self.score = 0
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self.font = pygame.font.Font(None, 36)
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def increment(self):
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self.score += 10
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def draw(self, window):
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text = self.font.render(
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f"{self.score}",
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True,
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(255, 255, 255)
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)
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window.screen.blit(text, (10, 10))
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###############################################################################
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def main():
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"""
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Main-Funktion mit Game-Loop
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Hostet die beiden zentralen Variablen "window" und "game_objects"
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"""
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window = Window()
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game_objects = dict()
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init(window, game_objects)
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running = True
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while running:
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running = user_input(window, game_objects)
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update(window, game_objects)
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draw(window, game_objects)
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def init(window : Window, game_objects):
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"""
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Anlegen aller Objekte des Spiels
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"""
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game_objects[OBJ_OVER] = GameOverLabel(window)
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game_objects[OBJ_BALL] = BouncingBall(window)
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game_objects[OBJ_PADDLE] = Paddle(window)
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game_objects[OBJ_SCORE] = Score(window)
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def user_input(window, game_objects):
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"""
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Abarbeiten aller Events
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:return: False, falls das Spiel beendet wird, sonst True
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"""
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def process_event():
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"""
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Verarbeitung eines Events
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"""
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if event.type == pygame.QUIT:
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return False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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return False
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if event.key == pygame.K_SPACE and game_objects[OBJ_OVER].is_over:
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init(window, game_objects)
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if event.key == pygame.K_LEFT:
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game_objects[OBJ_PADDLE].dx -= game_objects[OBJ_PADDLE].speed
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if event.key == pygame.K_RIGHT:
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game_objects[OBJ_PADDLE].dx += game_objects[OBJ_PADDLE].speed
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if event.type == pygame.KEYUP:
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if event.key == pygame.K_LEFT:
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game_objects[OBJ_PADDLE].dx += game_objects[OBJ_PADDLE].speed
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if event.key == pygame.K_RIGHT:
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game_objects[OBJ_PADDLE].dx -= game_objects[OBJ_PADDLE].speed
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return True
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result = True
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for event in pygame.event.get():
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result = result and process_event()
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return result
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def update(window, game_objects):
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"""
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Aktualisierung aller Objekt
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"""
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window.update(game_objects)
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for o in game_objects.values():
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o.update(game_objects)
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def draw(window, game_objects):
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"""
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Zeichnen aller Objekte
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"""
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window.draw()
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for o in game_objects.values():
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o.draw(window)
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pygame.display.flip()
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if __name__ == "__main__":
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main()
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