apollo Hausaufgabe
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import pygame
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from compute import matmul, rot_2D, transpose
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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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BLACK = (0, 0, 0)
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WHITE = (255, 255, 255)
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BLUE = (0, 0, 255)
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class Moon(Game):
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"""Der Mond kreist um die Erde."""
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def __init__(
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self,
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title: str = "Moon",
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fps: int = 60,
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size: tuple[int, int] = (640, 400),
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) -> None:
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"""Legt Startposition, Drehwinkel und Rotationsmatrix fest."""
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super().__init__(title, fps, size)
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self.centre = (size[0] // 2, size[1] // 2)
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self.position_moon = [0.0, -150.0]
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theta = 0.01
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self.rot_moon = rot_2D(theta)
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def update_game(self) -> bool:
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"""Dreht den Mond ein Stück weiter."""
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self.update_moon_position()
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return True
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def update_moon_position(self) -> None:
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point = transpose([self.position_moon]) # [x, y] wird zur Spalte [[x], [y]]
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result = matmul(self.rot_moon, point) # Ergebnis: [[x'], [y']]
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self.position_moon = [result[0][0], result[1][0]]
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def draw_game(self) -> None:
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self.screen.fill(BLACK)
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self.draw_earth()
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self.draw_moon()
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pygame.display.flip()
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def draw_earth(self) -> None:
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pygame.draw.circle(self.screen, BLUE, self.centre, EARTH_RADIUS)
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def draw_moon(self) -> None:
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moon_x = int(self.centre[0] + self.position_moon[0])
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moon_y = int(self.centre[1] + self.position_moon[1])
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pygame.draw.circle(self.screen, WHITE, (moon_x, moon_y), MOON_RADIUS)
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if __name__ == "__main__":
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game = Moon()
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game.run()
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@@ -0,0 +1,50 @@
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import pygame
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from compute import matmul, rot_2D, transpose
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from Moon import Moon
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RED = (255, 0, 0)
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BLACK = (0, 0, 0)
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APOLLO_RADIUS = 3
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class Apollo(Moon):
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def __init__(
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self,
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title: str = "Apollo",
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fps: int = 60,
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size: tuple[int, int] = (640, 400),
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) -> None:
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super().__init__(title, fps, size)
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self.position_apollo = [0.0, -40.0] #Startposition von Apollo relativ zum Mond
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theta_apollo = -0.02 #doppelte Geschwindigkeit, umgekehrte Drehrichtung
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self.rot_apollo = rot_2D(theta_apollo)
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def update_game(self) -> bool:
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super().update_game()
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point = transpose([self.position_apollo]) #dreht sich um eigene Position
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result = matmul(self.rot_apollo, point)
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self.position_apollo = [result[0][0], result[1][0]] #Matrix: erste Zeile: erstes Element, zweite Zeile: zweites Element
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return True
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def draw_game(self) -> None:
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self.screen.fill(BLACK)
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self.draw_earth()
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self.draw_moon()
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self.draw_apollo()
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pygame.display.flip()
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def draw_apollo(self) -> None:
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apollo_x = int(self.centre[0] + self.position_moon[0] + self.position_apollo[0]) #Absolute Position = Bildschirmmitte + Mond-Position + Apollo-Relativposition
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apollo_y = int(self.centre[1] + self.position_moon[1] + self.position_apollo[1])
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pygame.draw.circle(self.screen, RED, (apollo_x, apollo_y), APOLLO_RADIUS)
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if __name__ == "__main__":
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game = Apollo()
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game.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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