ENDLICH HAUSUAFGABE GELÖST!!!
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9e66b315d6
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5 changed files with 213 additions and 28 deletions
56
der_test.py
56
der_test.py
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@ -1,6 +1,7 @@
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import pygame
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import math
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import math
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import pygame
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# pygame setup
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# pygame setup
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pygame.init()
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pygame.init()
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screen = pygame.display.set_mode((1280, 720))
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screen = pygame.display.set_mode((1280, 720))
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@ -10,11 +11,12 @@ dt = 0
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player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
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player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
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walls = [ pygame.Rect(980, 100, 50, 440), pygame.Rect(280, 650, 720, 35), ]
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walls = [
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pygame.Rect(980, 100, 50, 440),
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pygame.Rect(280, 650, 720, 35),
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]
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vector2 = pygame.Vector2(30, 30)
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schnittpunkt = pygame.Vector2(0, 0)
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while running:
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while running:
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@ -28,26 +30,57 @@ while running:
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if event.key == pygame.K_ESCAPE:
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if event.key == pygame.K_ESCAPE:
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running = False
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running = False
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if event.key == pygame.K_ESCAPE:
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running = False
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# fill the screen with a color to wipe away anything from last frame
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# fill the screen with a color to wipe away anything from last frame
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screen.fill("black")
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screen.fill("black")
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for wall in walls:
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for wall in walls:
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pygame.draw.rect(screen, "grey", wall)
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pygame.draw.rect(screen, "grey", wall)
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pygame.draw.circle(screen, "red", player_pos, 40)
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end_pos = pygame.Vector2(player_pos[0] + 300, player_pos[1])
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end_pos = pygame.Vector2(player_pos[0] + 300, player_pos[1])
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pygame.draw.line(screen, (255, 255, 130), player_pos, end_pos, width=3)
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# pygame.draw.line(screen, "cyan", (640, 360), vector2)
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# pygame.draw.line(screen, "cyan", (640, 360), vector2)
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"""--------------------------------------- WICHTIG: Vector2.rotate() ---------------------------------------"""
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"""--------------------------------------- WICHTIG: Vector2.rotate() ---------------------------------------"""
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ray_end = pygame.Vector2()
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light_points = []
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vector = pygame.Vector2(300, 0)
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# Lichtstrahlen berechnen
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for i in range(360):
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rotated = vector.rotate(i)
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ray_end = player_pos + rotated
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# Überschneidung mit den Wänden prüfen
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for wall in walls:
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for wall in walls:
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schnittpunkt = wall.clipline(player_pos, end_pos)[0]
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überschneidung = wall.clipline(player_pos, ray_end)
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if überschneidung:
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schnittpunkt = pygame.Vector2(überschneidung[0])
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ray_end = schnittpunkt
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light_points.append(ray_end)
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pygame.draw.polygon(
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screen,
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"yellow",
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light_points
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)
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pygame.draw.circle(screen, "red", player_pos, 40)
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keys = pygame.key.get_pressed()
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keys = pygame.key.get_pressed()
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if keys[pygame.K_w]:
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if keys[pygame.K_w]:
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@ -68,5 +101,4 @@ while running:
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dt = clock.tick(60) / 1000
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dt = clock.tick(60) / 1000
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pygame.quit()
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pygame.quit()
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53
game.py
53
game.py
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@ -1,6 +1,7 @@
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import pygame
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import math
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import math
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import pygame
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SCREEN_WIDTH = 1280
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SCREEN_WIDTH = 1280
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SCREEN_HEIGHT = 720
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SCREEN_HEIGHT = 720
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@ -74,14 +75,40 @@ class Game:
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# Player-Draw
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# Player-Draw
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# self.flashlight = pygame.draw.circle(self.display, (255, 255, 255, 0), self.flashlight_rect[0], self.flashlight_rect[1])
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# self.flashlight = pygame.draw.circle(self.display, (255, 255, 255, 0), self.flashlight_rect[0], self.flashlight_rect[1])
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"""RAYCASTING"""
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ray_end = pygame.Vector2()
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light_points = []
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vector = pygame.Vector2(75, 0)
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# Lichtstrahlen berechnen
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for i in range(360):
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for i in range(360):
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end_pos = self.calculate_flashlight_radiate(i, self.player_pos, 50)
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# rect = pygame.Rect(self.player_pos[0], self.player_pos[1], end_pos[0], end_pos[1])
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rotated = vector.rotate(i)
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ray_end = self.player_pos + rotated
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# pygame.draw.rect(self.display, (255, 255, 130), rect)
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pygame.draw.line(self.display, (255, 255, 130), self.player_pos, end_pos, width=3)
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# Überschneidung mit den Wänden prüfen
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for wall in self.walls:
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überschneidung = wall.clipline(self.player_pos, ray_end)
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if überschneidung:
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schnittpunkt = pygame.Vector2(überschneidung[0])
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ray_end = schnittpunkt
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light_points.append(ray_end)
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pygame.draw.polygon(
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self.display,
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"yellow",
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light_points
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)
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pygame.draw.rect(self.display, self.color_item, self.item_rect)
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pygame.draw.rect(self.display, self.color_item, self.item_rect)
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@ -154,16 +181,16 @@ class Game:
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return distance <= circle_r
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return distance <= circle_r
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def calculate_flashlight_radiate(self, degrees, start_pos, length):
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# def calculate_flashlight_radiate(self, degrees: int, start_pos: tuple[int, int] | list[int, int] | pygame.Vector2, length: int) -> tuple[int, int]:
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angle_deg = degrees # Angle in degrees
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# angle_deg = degrees # Angle in degrees
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# Convert degrees to radians for math functions
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# # Convert degrees to radians for math functions
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angle_rad = math.radians(angle_deg)
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# angle_rad = math.radians(angle_deg)
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end_x = start_pos[0] + length * math.cos(angle_rad)
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# end_x = start_pos[0] + length * math.cos(angle_rad)
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end_y = start_pos[1] - length * math.sin(angle_rad) # Minus because y increases downward in Pygame
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# end_y = start_pos[1] - length * math.sin(angle_rad) # Minus because y increases downward in Pygame
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end_pos = (int(end_x), int(end_y))
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# end_pos = (int(end_x), int(end_y))
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return end_pos
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# return end_pos
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game = Game()
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game = Game()
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game.run()
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game.run()
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44
lesen.txt
Normal file
44
lesen.txt
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File diff suppressed because one or more lines are too long
52
polygon.py
Normal file
52
polygon.py
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@ -0,0 +1,52 @@
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# Example file showing a basic pygame "game loop"
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import pygame
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import math
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# pygame setup
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pygame.init()
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screen = pygame.display.set_mode((1280, 720))
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clock = pygame.time.Clock()
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running = True
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def calculate_flashlight_radiate(degrees: int, start_pos: tuple[int, int] | list[int, int] | pygame.Vector2, length: int) -> tuple[int, int]:
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angle_deg = degrees # Angle in degrees
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# Convert degrees to radians for math functions
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angle_rad = math.radians(angle_deg)
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end_x = start_pos[0] + length * math.cos(angle_rad)
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end_y = start_pos[1] - length * math.sin(angle_rad) # Minus because y increases downward in Pygame
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end_pos = (int(end_x), int(end_y))
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return end_pos
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points = []
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while running:
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# poll for events
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# pygame.QUIT event means the user clicked X to close your window
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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# fill the screen with a color to wipe away anything from last frame
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screen.fill("purple")
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# RENDER YOUR GAME HERE
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for i in range(360):
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point = calculate_flashlight_radiate(i, (640, 360), 50)
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points.append(point)
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pygame.draw.polygon(screen, (27, 134, 3), points)
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points = []
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# flip() the display to put your work on screen
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pygame.display.flip()
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clock.tick(60) # limits FPS to 60
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pygame.quit()
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30
testo.py
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testo.py
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# Example file showing a basic pygame "game loop"
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import pygame
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# pygame setup
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pygame.init()
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screen = pygame.display.set_mode((1280, 720))
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clock = pygame.time.Clock()
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running = True
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while running:
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# poll for events
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# pygame.QUIT event means the user clicked X to close your window
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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# fill the screen with a color to wipe away anything from last frame
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screen.fill("purple")
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# RENDER YOUR GAME HERE
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vector = pygame.Vector2(640, 360)
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for i in range(10):
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print(vector.rotate(i))
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# flip() the display to put your work on screen
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pygame.display.flip()
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clock.tick(60) # limits FPS to 60
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pygame.quit()
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