Apollo, Game hinzugefügt und Moon überarbeitet
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import pygame
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from compute import matmul, rot_2D
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from game import Game
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EARTH_RADIUS = 30
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MOON_RADIUS = 10
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MOON_DISTANCE = 100.0
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MOON_ANGLE = 0.01
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BLACK = (0, 0, 0)
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BLUE = (0, 0, 255)
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GRAY = (200, 200, 200)
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class Moon(Game):
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"""Der Mond kreist um die Erde."""
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def __init__(self, title="Moon", fps=60, size=(640, 400)):
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super().__init__(title, fps, size)
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self.center_x = size[0] // 2
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self.center_y = size[1] // 2
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self.init_positions()
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def init_positions(self):
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self.position_moon = (MOON_DISTANCE, 0.0)
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self.rot_moon = rot_2D(MOON_ANGLE)
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def rotate_point(self, position, rotation):
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result = matmul(rotation, [[position[0]], [position[1]]])
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return (result[0][0], result[1][0])
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def update_game(self):
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self.update_positions()
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return True
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def update_positions(self):
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self.position_moon = self.rotate_point(self.position_moon, self.rot_moon)
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def to_screen(self, position):
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return (int(self.center_x + position[0]), int(self.center_y + position[1]))
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def draw_game(self):
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self.screen.fill(BLACK)
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self.draw_scene()
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pygame.display.flip()
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def draw_scene(self):
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self.draw_earth()
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self.draw_moon()
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def draw_earth(self):
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pygame.draw.circle(
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self.screen, BLUE, (self.center_x, self.center_y), EARTH_RADIUS
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)
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def draw_moon(self):
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pygame.draw.circle(
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self.screen, GRAY, self.to_screen(self.position_moon), MOON_RADIUS
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)
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if __name__ == "__main__":
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Moon().run()
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@@ -0,0 +1,42 @@
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import pygame
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from Moon import MOON_ANGLE, Moon
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from compute import rot_2D
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APOLLO_DISTANCE = 40.0
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APOLLO_RADIUS = 5
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APOLLO_ANGLE = -2 * MOON_ANGLE
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RED = (255, 0, 0)
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class Apollo(Moon):
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"""Apollo kreist gegenläufig mit doppelter Winkelgeschwindigkeit um den Mond."""
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def __init__(self, title="Apollo", fps=60, size=(640, 400)):
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super().__init__(title, fps, size)
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def init_positions(self):
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super().init_positions()
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self.position_apollo = (APOLLO_DISTANCE, 0.0)
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self.rot_apollo = rot_2D(APOLLO_ANGLE)
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def update_positions(self):
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super().update_positions()
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self.position_apollo = self.rotate_point(self.position_apollo, self.rot_apollo)
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def draw_scene(self):
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super().draw_scene()
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self.draw_apollo()
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def draw_apollo(self):
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position = (
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self.position_moon[0] + self.position_apollo[0],
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self.position_moon[1] + self.position_apollo[1],
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)
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pygame.draw.circle(
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self.screen, RED, self.to_screen(position), APOLLO_RADIUS
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)
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if __name__ == "__main__":
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Apollo().run()
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@@ -0,0 +1,51 @@
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import pygame
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class Game:
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def __init__(self, title, fps=60, size=(640, 400)):
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self.title = title
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self.fps = fps
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self.size = size
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self.clock = pygame.time.Clock()
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self.dt = 0
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self.screen = None
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def init_game(self):
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pygame.init()
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pygame.display.set_caption(self.title)
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self.screen = pygame.display.set_mode(self.size)
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def game_loop(self):
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while True:
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# Berechnung der Zeitdifferenz seit dem letzten Frame
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self.dt = self.clock.tick(self.fps) / 1000
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if self.event_handling() == False:
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break
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if self.update_game() == False:
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break
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self.draw_game()
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def exit_game(self):
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pygame.quit()
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def event_handling(self): # bleibt in der Unterklasse unverändert
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for event in pygame.event.get():
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if not self.handle_event(event):
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return False
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return True
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def handle_event(self, event): # wird in der Unterklasse überschrieben
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if event.type == pygame.QUIT:
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return False
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return True
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def update_game(self):
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return True
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def draw_game(self):
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pygame.display.flip()
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def run(self):
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self.init_game()
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self.game_loop()
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self.exit_game()
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