apollo Hausaufgabe

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AnnalenaTH committed 2026-10-19 16:12:47 +02:00
1 parent ba85e87473
commit 731b7c2a1d
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import pygame
from compute import matmul, rot_2D, transpose
from game import Game
EARTH_RADIUS = 30
MOON_RADIUS = 10
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
class Moon(Game):
"""Der Mond kreist um die Erde."""
def __init__(
self,
title: str = "Moon",
fps: int = 60,
size: tuple[int, int] = (640, 400),
) -> None:
"""Legt Startposition, Drehwinkel und Rotationsmatrix fest."""
super().__init__(title, fps, size)
self.centre = (size[0] // 2, size[1] // 2)
self.position_moon = [0.0, -150.0]
theta = 0.01
self.rot_moon = rot_2D(theta)
def update_game(self) -> bool:
"""Dreht den Mond ein Stück weiter."""
self.update_moon_position()
return True
def update_moon_position(self) -> None:
point = transpose([self.position_moon]) # [x, y] wird zur Spalte [[x], [y]]
result = matmul(self.rot_moon, point) # Ergebnis: [[x'], [y']]
self.position_moon = [result[0][0], result[1][0]]
def draw_game(self) -> None:
self.screen.fill(BLACK)
self.draw_earth()
self.draw_moon()
pygame.display.flip()
def draw_earth(self) -> None:
pygame.draw.circle(self.screen, BLUE, self.centre, EARTH_RADIUS)
def draw_moon(self) -> None:
moon_x = int(self.centre[0] + self.position_moon[0])
moon_y = int(self.centre[1] + self.position_moon[1])
pygame.draw.circle(self.screen, WHITE, (moon_x, moon_y), MOON_RADIUS)
if __name__ == "__main__":
game = Moon()
game.run()
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import pygame
from compute import matmul, rot_2D, transpose
from Moon import Moon
RED = (255, 0, 0)
BLACK = (0, 0, 0)
APOLLO_RADIUS = 3
class Apollo(Moon):
def __init__(
self,
title: str = "Apollo",
fps: int = 60,
size: tuple[int, int] = (640, 400),
) -> None:
super().__init__(title, fps, size)
self.position_apollo = [0.0, -40.0] #Startposition von Apollo relativ zum Mond
theta_apollo = -0.02 #doppelte Geschwindigkeit, umgekehrte Drehrichtung
self.rot_apollo = rot_2D(theta_apollo)
def update_game(self) -> bool:
super().update_game()
point = transpose([self.position_apollo]) #dreht sich um eigene Position
result = matmul(self.rot_apollo, point)
self.position_apollo = [result[0][0], result[1][0]] #Matrix: erste Zeile: erstes Element, zweite Zeile: zweites Element
return True
def draw_game(self) -> None:
self.screen.fill(BLACK)
self.draw_earth()
self.draw_moon()
self.draw_apollo()
pygame.display.flip()
def draw_apollo(self) -> None:
apollo_x = int(self.centre[0] + self.position_moon[0] + self.position_apollo[0]) #Absolute Position = Bildschirmmitte + Mond-Position + Apollo-Relativposition
apollo_y = int(self.centre[1] + self.position_moon[1] + self.position_apollo[1])
pygame.draw.circle(self.screen, RED, (apollo_x, apollo_y), APOLLO_RADIUS)
if __name__ == "__main__":
game = Apollo()
game.run()
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import pygame
class Game:
def __init__(self, title, fps=60, size=(640, 400)):
self.title = title
self.fps = fps
self.size = size
self.clock = pygame.time.Clock()
self.dt = 0
self.screen = None
def init_game(self):
pygame.init()
pygame.display.set_caption(self.title)
self.screen = pygame.display.set_mode(self.size)
def game_loop(self):
while True:
# Berechnung der Zeitdifferenz seit dem letzten Frame
self.dt = self.clock.tick(self.fps) / 1000
if self.event_handling() == False:
break
if self.update_game() == False:
break
self.draw_game()
def exit_game(self):
pygame.quit()
def event_handling(self): # bleibt in der Unterklasse unverändert
for event in pygame.event.get():
if not self.handle_event(event):
return False
return True
def handle_event(self, event): # wird in der Unterklasse überschrieben
if event.type == pygame.QUIT:
return False
return True
def update_game(self):
return True
def draw_game(self):
pygame.display.flip()
def run(self):
self.init_game()
self.game_loop()
self.exit_game()