Alle Änderungen 04.09.2026 wichtig Hausaufgabe bis 11.09.2026 ist Player Klasse erstellen
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3 changed files with 78 additions and 89 deletions
51
game.py
51
game.py
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@ -122,7 +122,6 @@ class Game:
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for wall in self.walls:
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for wall in self.walls:
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pygame.draw.rect(self.display, "grey", wall)
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pygame.draw.rect(self.display, "grey", wall)
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player_pos_before = self.player_pos
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velocity = self.speed * self.dt
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velocity = self.speed * self.dt
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@ -130,17 +129,39 @@ class Game:
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# Smooth Movement
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# Smooth Movement
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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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direction = pygame.Vector2(
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self.player_pos.y -= velocity
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keys[pygame.K_d] - keys[pygame.K_a],
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keys[pygame.K_s] - keys[pygame.K_w]
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)
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if keys[pygame.K_s]:
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movement = direction * self.speed * self.dt
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self.player_pos.y += velocity
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if keys[pygame.K_a]:
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self.player_pos += movement
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self.player_pos.x -= velocity
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if keys[pygame.K_d]:
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# player_rect.center = round(player_pos)
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self.player_pos.x += velocity
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self.player_rect.centerx = round(self.player_pos.x)
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for wall in self.walls:
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if self.player_rect.colliderect(wall):
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if movement.x > 0:
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self.player_rect.right = wall.left
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elif movement.x < 0:
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self.player_rect.left = wall.right
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self.player_pos.x = self.player_rect.centerx
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self.player_rect.centery = round(self.player_pos.y)
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for wall in self.walls:
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if self.player_rect.colliderect(wall):
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if movement.y > 0:
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self.player_rect.bottom = wall.top
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elif movement.y < 0:
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self.player_rect.top = wall.bottom
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self.player_pos.y = self.player_rect.centery
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self.player_pos[1] = max(self.player_pos[1], self.player_height/2)
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self.player_pos[1] = max(self.player_pos[1], self.player_height/2)
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@ -151,14 +172,6 @@ class Game:
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self.player_pos[0] = min(self.player_pos[0], SCREEN_WIDTH/2-self.player_width/2)
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self.player_pos[0] = min(self.player_pos[0], SCREEN_WIDTH/2-self.player_width/2)
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for wall in self.walls:
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if self.collide_objects(wall, self.player_rect):
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self.player_pos = player_pos_before
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if self.player_pos == player_pos_before:
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pass
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else:
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print("Ungleich")
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# print(f"Player Pos: {self.player_pos}, Player Pos Before: {player_pos_before}")
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# print(f"Player Pos: {self.player_pos}, Player Pos Before: {player_pos_before}")
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if self.rect_circle_collision(self.item_rect, self.flashlight_rect):
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if self.rect_circle_collision(self.item_rect, self.flashlight_rect):
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@ -192,10 +205,6 @@ class Game:
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return distance <= circle_r
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return distance <= circle_r
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def collide_objects(self, rect1: pygame.Rect, rect2: pygame.Rect) -> bool:
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if rect1.colliderect(rect2):
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return True
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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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@ -1,17 +1,5 @@
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from dataclasses import dataclass
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import pygame
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import pygame
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@dataclass
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class Collisions:
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top: bool = False
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right: bool = False
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bottom: bool = False
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left: bool = False
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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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@ -23,11 +11,21 @@ player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
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speed = 300
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speed = 300
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movement = [False, False, False, False]
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velocity = [0, 0]
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velocity = [0, 0]
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walls = [
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pygame.Rect(640, 260, 600, 30)
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]
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player_rect = pygame.Rect(player_pos.x, player_pos.y, 40, 40)
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player_rect.center = player_pos
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while running:
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while running:
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dt = clock.tick(60) / 1000
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# poll for events
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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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# pygame.QUIT event means the user clicked X to close your window
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@ -38,74 +36,60 @@ while running:
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wall_rect = pygame.Rect(640, 260, 600, 30)
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player_rect = pygame.Rect(player_pos.x, player_pos.y, 40, 40)
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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("purple")
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screen.fill("purple")
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for wall in walls:
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pygame.draw.rect(screen, "red", wall)
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pygame.draw.rect(screen, "blue", player_rect)
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pygame.draw.rect(screen, "blue", player_rect)
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pygame.draw.rect(screen, "red", wall_rect)
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velocity = speed * dt
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pygame.draw.line(screen, "yellow", (0, 0), player_pos)
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velocity = [0, 0]
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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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velocity -= speed * dt
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movement[0] = True
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if keys[pygame.K_s]:
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direction = pygame.Vector2(
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velocity += speed * dt
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keys[pygame.K_d] - keys[pygame.K_a],
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movement[2] = True
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keys[pygame.K_s] - keys[pygame.K_w]
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if keys[pygame.K_a]:
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velocity -= speed * dt
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movement[3] = True
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if keys[pygame.K_d]:
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velocity += speed * dt
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movement[1] = True
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collisions = Collisions()
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frame_movement: tuple[float, float] = (
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(movement[0] + velocity[0]),
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movement[1] + velocity[1],
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)
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)
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entity_rect = player_rect
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movement = direction * speed * dt
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if entity_rect.colliderect(wall_rect):
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if frame_movement[0] > 0:
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entity_rect.right = wall_rect.left
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collisions.right = True
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if frame_movement[0] < 0:
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player_pos += movement
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entity_rect.left = wall_rect.right
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collisions.left = True
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player_pos.x = entity_rect.x
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# player_rect.center = round(player_pos)
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player_rect.centerx = round(player_pos.x)
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player_pos[1] += frame_movement[1]
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for wall in walls:
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if player_rect.colliderect(wall):
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if movement.x > 0:
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player_rect.right = wall.left
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entity_rect = player_rect
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elif movement.x < 0:
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player_rect.left = wall.right
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player_pos.x = player_rect.centerx
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player_rect.centery = round(player_pos.y)
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for wall in walls:
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if player_rect.colliderect(wall):
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if movement.y > 0:
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player_rect.bottom = wall.top
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elif movement.y < 0:
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player_rect.top = wall.bottom
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player_pos.y = player_rect.centery
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if entity_rect.colliderect(wall_rect):
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if frame_movement[1] > 0:
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entity_rect.bottom = wall_rect.top
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collisions.bottom = True
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if frame_movement[1] < 0:
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entity_rect.top = wall_rect.bottom
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collisions.top = True
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player_pos[1] = entity_rect.y
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movement = [False, False, False, False] # NORDEN OSTEN SÜDEN WESTEN
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@ -115,6 +99,6 @@ while running:
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# limits FPS to 60
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# limits FPS to 60
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# dt is delta time in seconds since last frame, used for framerate-
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# dt is delta time in seconds since last frame, used for framerate-
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# independent physics.
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# independent physics.
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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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@ -18,12 +18,8 @@ while running:
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screen.fill("purple")
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screen.fill("purple")
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# RENDER YOUR GAME HERE
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# RENDER YOUR GAME HERE
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jays_vector = pygame.Vector2(100, 100)
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vector = pygame.Vector2(120, 110)
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jays_anderer_vector = pygame.Vector2(600, 300)
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print(2* vector)
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pygame.draw.line(screen, (0, 0, 0), (0, 0), jays_vector)
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pygame.draw.line(screen, (0, 0, 0), (0, 0), jays_anderer_vector)
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pygame.draw.line(screen, (255, 255, 255), jays_vector, jays_anderer_vector)
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# flip() the display to put your work on screen
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# flip() the display to put your work on screen
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