245 lines
9.4 KiB
Python
245 lines
9.4 KiB
Python
import pygame
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import sys
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from scripts.tilemap import Tilemap
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from scripts.utils import load_images
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from scripts.models import Tile
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RENDER_SCALE = 2.0
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class Editor:
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def __init__(self):
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pygame.init()
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pygame.display.set_caption("Editor")
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self.screen: pygame.Surface = pygame.display.set_mode((640, 480))
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self.display: pygame.Surface = pygame.Surface((320, 240))
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self.clock: pygame.time.Clock = pygame.time.Clock()
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self.assets: dict[str, list[pygame.Surface]] = {
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"decor": load_images("tiles/decor"),
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"grass": load_images("tiles/grass"),
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"large_decor": load_images("tiles/large_decor"),
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"stone": load_images("tiles/stone"),
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}
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self.movement: list[bool] = [False, False, False, False]
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self.tilemap: Tilemap = Tilemap(self, tile_size=16)
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try:
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self.tilemap.load("map.json")
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except FileNotFoundError:
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pass
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self.scroll: list[float] = [0, 0]
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self.tile_list: list[str] = list(self.assets)
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self.tile_group: int = 0
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self.tile_variant: int = 0
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self.clicking: bool = False
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self.right_clicking: bool = False
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self.shift: bool = False
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self.ongrid: bool = True
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self.running = True
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def run(self):
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while self.running:
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# Hintergrund löschen
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self.display.fill((0, 0, 0))
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# Kamera-Steuerung
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self.scroll[0] += (self.movement[1] - self.movement[0]) * 2
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self.scroll[1] += (self.movement[3] - self.movement[2]) * 2
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# Scroll-Offset fürs Rendern
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render_scroll: tuple[int, int] = (int(self.scroll[0]), int(self.scroll[1]))
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#
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self.tilemap.render(self.display, offset=render_scroll)
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# Aktuelle Kachel (Kopie)
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current_tile_img = self.assets[self.tile_list[self.tile_group]][
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self.tile_variant
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].copy()
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# Halbtransparent
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current_tile_img.set_alpha(100)
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# Mausposition (Screen)
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mpos: tuple[int, int] = pygame.mouse.get_pos()
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# Auf Display-Koordinaten skalieren
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mpos: tuple[float, float] = (mpos[0] / RENDER_SCALE, mpos[1] / RENDER_SCALE)
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# Kachelkoordinate unter der Maus
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tile_pos: tuple[int, int] = (
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int((mpos[0] + self.scroll[0]) // self.tilemap.tile_size),
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int((mpos[1] + self.scroll[1]) // self.tilemap.tile_size),
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)
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# Wenn 'ongrid" aktiviert ist...
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if self.ongrid:
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# Zeige Tile-Vorschau an der aktuellen Grid-Position an
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self.display.blit(
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current_tile_img,
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(
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tile_pos[0] * self.tilemap.tile_size - self.scroll[0],
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tile_pos[1] * self.tilemap.tile_size - self.scroll[1],
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),
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)
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else:
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# Zeige Tile-Vorschau an der Mausposition an
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self.display.blit(current_tile_img, mpos)
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# Linksklick: Kachel platzieren
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if self.clicking:
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if self.ongrid:
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# Tile in Tilemap setzen
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key: str = f"{tile_pos[0]};{tile_pos[1]}"
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self.tilemap.tilemap[key] = Tile(
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type=self.tile_list[self.tile_group],
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variant=self.tile_variant,
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pos=list(tile_pos),
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)
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else:
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# Offgrid Tile direkt platzieren
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world_pos = (
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int(mpos[0] + self.scroll[0]),
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int(mpos[1] + self.scroll[1]),
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)
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self.tilemap.offgrid_tiles.append(
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Tile(
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type=self.tile_list[self.tile_group],
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variant=self.tile_variant,
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pos=list(world_pos),
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)
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)
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# Rechtsklick: Lösche Tile
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if self.right_clicking:
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# Hole Position des anvisierten Tile-Objekts
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tile_loc: str = str(tile_pos[0]) + ";" + str(tile_pos[1])
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# Wenn Tile in Tilemap existiert, lösche es.
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if tile_loc in self.tilemap.tilemap:
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del self.tilemap.tilemap[tile_loc]
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for tile in self.tilemap.offgrid_tiles.copy():
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tile_img: pygame.Surface = self.assets[tile.type][tile.variant]
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tile_r: pygame.Rect = pygame.Rect(
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tile.pos[0] - self.scroll[0],
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tile.pos[1] - self.scroll[1],
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tile_img.get_width(),
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tile_img.get_height(),
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)
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if tile_r.collidepoint(mpos):
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self.tilemap.offgrid_tiles.remove(tile)
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self.display.blit(current_tile_img, (5, 5))
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# Events verarbeiten
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.running = False
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# Maus: platzieren/entfernen/auswählen
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if event.type == pygame.MOUSEBUTTONUP:
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if event.button == 1:
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self.clicking = False
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if event.button == 3:
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self.right_clicking = False
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if event.type == pygame.MOUSEBUTTONDOWN:
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if event.button == 1:
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self.clicking = True
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if event.button == 3:
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self.right_clicking = True
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if event.button == 4:
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if self.shift:
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if (
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self.tile_variant
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>= len(self.assets[self.tile_list[self.tile_group]]) - 1
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):
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self.tile_variant = 0
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else:
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self.tile_variant += 1
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else:
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if self.tile_group >= len(self.tile_list) - 1:
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self.tile_group = 0
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self.tile_variant = 0
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else:
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self.tile_group += 1
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self.tile_variant = 0
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if event.button == 5:
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if self.shift:
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if self.tile_variant <= 0:
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self.tile_variant = (
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len(self.assets[self.tile_list[self.tile_group]])
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- 1
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) # Lösung vom Problem musste das von oben nehmen: len(self.assets[self.tile_list[self.tile_group]])-1
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else:
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self.tile_variant -= 1
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else:
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if self.tile_group <= 0:
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self.tile_group = len(self.tile_list) - 1
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self.tile_variant = 0
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else:
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self.tile_group -= 1
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self.tile_variant = 0
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if event.type == pygame.MOUSEBUTTONUP:
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if event.button == 1:
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self.clicking = False
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if event.button == 3:
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self.right_clicking = False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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self.running = False
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if event.key == pygame.K_a:
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self.movement[0] = True
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if event.key == pygame.K_d:
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self.movement[1] = True
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if event.key == pygame.K_w:
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self.movement[2] = True
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if event.key == pygame.K_s:
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self.movement[3] = True
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if event.key == pygame.K_g:
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self.ongrid: bool = not self.ongrid
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if event.key == pygame.K_t:
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self.tilemap.autotile()
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if event.key == pygame.K_o:
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print("Map saved.")
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self.tilemap.save("map.json")
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if event.key in (pygame.K_LSHIFT, pygame.K_RSHIFT):
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self.shift: bool = True
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if event.type == pygame.KEYUP:
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if event.key == pygame.K_a:
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self.movement[0] = False
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if event.key == pygame.K_d:
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self.movement[1] = False
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if event.key == pygame.K_w:
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self.movement[2] = False
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if event.key == pygame.K_s:
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self.movement[3] = False
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if event.key in (pygame.K_LSHIFT, pygame.K_RSHIFT):
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self.shift: bool = False
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# Display auf Screen skalieren
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self.screen.blit(
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pygame.transform.scale(self.display, self.screen.get_size()), (0, 0)
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)
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# Frame anzeigen
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pygame.display.update()
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# FPS limitieren
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self.clock.tick(60)
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pygame.quit()
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sys.exit()
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Editor().run()
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