This commit is contained in:
alstergym
2026-09-28 15:40:39 +02:00
parent 35c6a317a2
commit e2e15d4427
9 changed files with 8 additions and 679 deletions
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# ---> Python
# Byte-compiled / optimized / DLL files
__pycache__/
*.py[cod]
*$py.class
# C extensions
*.so
# Distribution / packaging
.Python
build/
develop-eggs/
dist/
downloads/
eggs/
.eggs/
lib/
lib64/
parts/
sdist/
var/
wheels/
share/python-wheels/
*.egg-info/
.installed.cfg
*.egg
MANIFEST
# PyInstaller
# Usually these files are written by a python script from a template
# before PyInstaller builds the exe, so as to inject date/other infos into it.
*.manifest
*.spec
# Installer logs
pip-log.txt
pip-delete-this-directory.txt
# Unit test / coverage reports
htmlcov/
.tox/
.nox/
.coverage
.coverage.*
.cache
nosetests.xml
coverage.xml
*.cover
*.py,cover
.hypothesis/
.pytest_cache/
cover/
# Translations
*.mo
*.pot
# Django stuff:
*.log
local_settings.py
db.sqlite3
db.sqlite3-journal
# Flask stuff:
instance/
.webassets-cache
# Scrapy stuff:
.scrapy
# Sphinx documentation
docs/_build/
# PyBuilder
.pybuilder/
target/
# Jupyter Notebook
.ipynb_checkpoints
# IPython
profile_default/
ipython_config.py
# pyenv
# For a library or package, you might want to ignore these files since the code is
# intended to run in multiple environments; otherwise, check them in:
# .python-version
# pipenv
# According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control.
# However, in case of collaboration, if having platform-specific dependencies or dependencies
# having no cross-platform support, pipenv may install dependencies that don't work, or not
# install all needed dependencies.
#Pipfile.lock
# UV
# Similar to Pipfile.lock, it is generally recommended to include uv.lock in version control.
# This is especially recommended for binary packages to ensure reproducibility, and is more
# commonly ignored for libraries.
#uv.lock
# poetry
# Similar to Pipfile.lock, it is generally recommended to include poetry.lock in version control.
# This is especially recommended for binary packages to ensure reproducibility, and is more
# commonly ignored for libraries.
# https://python-poetry.org/docs/basic-usage/#commit-your-poetrylock-file-to-version-control
#poetry.lock
# pdm
# Similar to Pipfile.lock, it is generally recommended to include pdm.lock in version control.
#pdm.lock
# pdm stores project-wide configurations in .pdm.toml, but it is recommended to not include it
# in version control.
# https://pdm.fming.dev/latest/usage/project/#working-with-version-control
.pdm.toml
.pdm-python
.pdm-build/
# PEP 582; used by e.g. github.com/David-OConnor/pyflow and github.com/pdm-project/pdm
__pypackages__/
# Celery stuff
celerybeat-schedule
celerybeat.pid
# SageMath parsed files
*.sage.py
# Environments
.env
.venv
env/
venv/
ENV/
env.bak/
venv.bak/
# Spyder project settings
.spyderproject
.spyproject
# Rope project settings
.ropeproject
# mkdocs documentation
/site
# mypy
.mypy_cache/
.dmypy.json
dmypy.json
# Pyre type checker
.pyre/
# pytype static type analyzer
.pytype/
# Cython debug symbols
cython_debug/
# PyCharm
# JetBrains specific template is maintained in a separate JetBrains.gitignore that can
# be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore
# and can be added to the global gitignore or merged into this file. For a more nuclear
# option (not recommended) you can uncomment the following to ignore the entire idea folder.
#.idea/
# Ruff stuff:
.ruff_cache/
# PyPI configuration file
.pypirc
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# FinnBestmann_Kart
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class Knoten():
def __init__(self,data):
self.data = data
self.nachfolger = None
def __init__(self, daten, next):
self.daten = daten
self.next = None
def givedata(self):
return self.daten
def next(self):
return self.nachfolger
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class Items:
def __init__(self, name, wirkung):
self.name = name
self.wirkung = wirkung
def benutzen(self, kart):
if self.name == "Turbo":
kart.geschwindigkeit = kart.geschwindigkeit + self.wirkung
if kart.geschwindigkeit > kart.v_max:
kart.geschwindigkeit = kart.v_max
elif self.name == "Bremse":
kart.geschwindigkeit = kart.geschwindigkeit - self.wirkung
if kart.geschwindigkeit < 0:
kart.geschwindigkeit = 0
def beschreibung(self):
return self.name + " verändert die geschwindigkeit um " + str(self.wirkung) + " km/h."
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class Kart:
def __init__(self, name, farbe, v_max, geschwindigkeit, handling, position, ramm):
self.name = name
self.farbe = farbe
self.v_max = v_max
self.geschwindigkeitindigkeit = geschwindigkeit
self.handling = handling
self.driften_anzahl = 0
self.position = position
self.ramm = ramm
def beschleunigung(self):
self.geschwindigkeit = self.geschwindigkeit + 5
if self.geschwindigkeit > self.v_max:
self.geschwindigkeit = self.v_max
def bremsen(self):
self.geschwindigkeit = self.geschwindigkeit - 10
if self.geschwindigkeit < 0:
self.geschwindigkeit = 0
def driften(self):
self.driften_anzahl = self.driften_anzahl + 1
self.geschwindigkeit = self.geschwindigkeit - 5
if self.geschwindigkeit < 0:
self.geschwindigkeit = 0
def rammen(self, gegner):
self.ramm = self.ramm + 1
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import pygame
import math
import random
# ---------------------------------------------------------
# PYGAME INITIALISIERUNG
# ---------------------------------------------------------
pygame.init()
BREITE = 1200
HOEHE = 700
screen = pygame.display.set_mode((BREITE, HOEHE))
pygame.display.set_caption("Kart-Rennsimulation")
clock = pygame.time.Clock()
# Farben
WEISS = (255, 255, 255)
SCHWARZ = (20, 20, 20)
GRAU = (100, 100, 100)
DUNKELGRAU = (45, 45, 45)
GRUEN = (50, 150, 70)
ROT = (220, 50, 50)
BLAU = (50, 100, 230)
GELB = (240, 220, 50)
# ---------------------------------------------------------
# KART-KLASSE
# ---------------------------------------------------------
class Kart:
def __init__(self, name, farbe, v_max, geschw, handling, position, rammen):
self.name = name
self.farbe = farbe
self.v_max = v_max
self.geschw = geschw
self.handling = handling
self.driften_anzahl = 0
self.position = position
self.rammen_wert = rammen
# Pygame-Werte
self.x = 0
self.y = 0
self.winkel = 0
self.beschleunigungsstaerke = 10
self.bremsstaerke = 20
# -----------------------------------------------------
# BESCHLEUNIGEN
# -----------------------------------------------------
def beschleunigung(self):
self.geschw += 10
if self.geschw > self.v_max:
self.geschw = self.v_max
# -----------------------------------------------------
# BREMSEN
# -----------------------------------------------------
def bremsen(self):
self.geschw -= 20
if self.geschw < 0:
self.geschw = 0
# -----------------------------------------------------
# DRIFTEN
# -----------------------------------------------------
def driften(self):
self.driften_anzahl += 1
self.geschw -= 5
if self.geschw < 0:
self.geschw = 0
# -----------------------------------------------------
# RAMMEN
# -----------------------------------------------------
def rammen(self):
self.rammen_wert += 1
# -----------------------------------------------------
# KART ZEICHNEN
# -----------------------------------------------------
def zeichnen(self, surface):
breite = 45
hoehe = 28
# Kart als Rechteck erstellen
kart_surface = pygame.Surface((breite, hoehe), pygame.SRCALPHA)
# Farbe bestimmen
if self.farbe == "rot":
farbe = ROT
elif self.farbe == "blau":
farbe = BLAU
else:
farbe = WEISS
pygame.draw.rect(
kart_surface,
farbe,
(0, 0, breite, hoehe),
border_radius=8
)
# Front des Karts
pygame.draw.rect(
kart_surface,
SCHWARZ,
(breite - 8, 5, 5, hoehe - 10)
)
# Fenster
pygame.draw.rect(
kart_surface,
(80, 180, 220),
(15, 5, 14, 18),
border_radius=3
)
# Kart drehen
gedreht = pygame.transform.rotate(
kart_surface,
self.winkel
)
rechteck = gedreht.get_rect(
center=(self.x, self.y)
)
surface.blit(gedreht, rechteck)
# -----------------------------------------------------
# BEWEGUNG
# -----------------------------------------------------
def bewegen(self, links, rechts):
# Handling bestimmt, wie schnell das Kart lenkt
lenkgeschwindigkeit = self.handling * 0.08
if self.geschw > 0:
if links:
self.winkel += lenkgeschwindigkeit
if rechts:
self.winkel -= lenkgeschwindigkeit
# Geschwindigkeit in Pixel umrechnen
bewegung = self.geschw * 0.08
rad = math.radians(self.winkel)
self.x += math.cos(rad) * bewegung
self.y -= math.sin(rad) * bewegung
# Begrenzung des Spielfeldes
self.x = max(80, min(BREITE - 80, self.x))
self.y = max(80, min(HOEHE - 80, self.y))
# ---------------------------------------------------------
# KARTS ERSTELLEN
# ---------------------------------------------------------
kart1 = Kart(
"Magic",
"rot",
500,
100,
8,
1,
1
)
kart2 = Kart(
"Luigi",
"blau",
400,
120,
6,
2,
1
)
# Startpositionen
kart1.x = 300
kart1.y = 350
kart1.winkel = 0
kart2.x = 300
kart2.y = 430
kart2.winkel = 0
# ---------------------------------------------------------
# SCHRIFTEN
# ---------------------------------------------------------
font_gross = pygame.font.SysFont("Arial", 32, bold=True)
font_normal = pygame.font.SysFont("Arial", 22)
font_klein = pygame.font.SysFont("Arial", 18)
# ---------------------------------------------------------
# RENNSTRECKE
# ---------------------------------------------------------
def strecke_zeichnen():
# Gras
screen.fill(GRUEN)
# Äußerer Straßenbereich
pygame.draw.rect(
screen,
DUNKELGRAU,
(80, 80, BREITE - 160, HOEHE - 160),
border_radius=100
)
# Innerer Bereich
pygame.draw.rect(
screen,
GRUEN,
(200, 180, BREITE - 400, HOEHE - 360),
border_radius=70
)
# Mittellinie
pygame.draw.rect(
screen,
(230, 230, 230),
(BREITE // 2 - 5, 80, 10, 100)
)
pygame.draw.rect(
screen,
(230, 230, 230),
(BREITE // 2 - 5, HOEHE - 180, 10, 100)
)
# Start-/Ziellinie
start_x = BREITE // 2 - 5
for y in range(180, 520, 30):
if (y // 30) % 2 == 0:
farbe = WEISS
else:
farbe = SCHWARZ
pygame.draw.rect(
screen,
farbe,
(start_x, y, 10, 30)
)
# ---------------------------------------------------------
# INFO-BEREICH
# ---------------------------------------------------------
def informationen_zeichnen():
# Hintergrund
pygame.draw.rect(
screen,
(25, 25, 25),
(0, 0, BREITE, 60)
)
# Kart 1
text1 = font_normal.render(
f"{kart1.name}: {int(kart1.geschw)} km/h",
True,
ROT
)
screen.blit(text1, (20, 18))
# Kart 2
text2 = font_normal.render(
f"{kart2.name}: {int(kart2.geschw)} km/h",
True,
BLAU
)
screen.blit(text2, (270, 18))
# Drift
text3 = font_klein.render(
f"Drifts: {kart1.driften_anzahl}",
True,
WEISS
)
screen.blit(text3, (520, 21))
text4 = font_klein.render(
f"Drifts: {kart2.driften_anzahl}",
True,
WEISS
)
screen.blit(text4, (650, 21))
def steuerung_zeichnen():
texte = [
"MAGIC: W = Gas | S = Bremse | A/D = Lenken | Leertaste = Drift",
"LUIGI: Pfeile = Fahren | R = Drift"
]
y = HOEHE - 65
for text in texte:
bild = font_klein.render(
text,
True,
WEISS
)
screen.blit(
bild,
(20, y)
)
y += 22
running = True
while running:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
kart1.beschleunigung()
if keys[pygame.K_s]:
kart1.bremsen()
if keys[pygame.K_SPACE]:
kart1.driften()
kart1.bewegen(
keys[pygame.K_a],
keys[pygame.K_d]
)
if keys[pygame.K_UP]:
kart2.beschleunigung()
if keys[pygame.K_DOWN]:
kart2.bremsen()
if keys[pygame.K_r]:
kart2.driften()
kart2.bewegen(
keys[pygame.K_LEFT],
keys[pygame.K_RIGHT]
)
strecke_zeichnen()
kart1.zeichnen(screen)
kart2.zeichnen(screen)
informationen_zeichnen()
steuerung_zeichnen()
pygame.display.flip()
pygame.quit()
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from kart import Kart
from items import Items
kart1 = Kart("Magic", "rot", 500, 100, 8, 1, 1)
kart2 = Kart("Luigi", "blau", 400, 120, 6, 2, 1)
turbo = Items("Turbo", 50)
bremse = Items("Bremse", 30)
# Kart 1
print(kart1.name, "hat die Farbe", kart1.farbe)
kart1.beschleunigung()
print("Beschleunigen:", kart1.name, "hat jetzt", kart1.geschw, "km/h")
kart1.bremsen()
print("Bremsen:", kart1.name, "hat jetzt", kart1.geschw, "km/h")
turbo.benutzen(kart1)
print("Turbo:", kart1.name, "hat jetzt", kart1.geschw, "km/h")
# Kart 2
print(kart2.name, "hat die Farbe", kart2.farbe)
kart2.beschleunigung()
print("Beschleunigen:", kart2.name, "hat jetzt", kart2.geschw, "km/h")
kart2.bremsen()
print("Bremsen:", kart2.name, "hat jetzt", kart2.geschw, "km/h")
bremse.benutzen(kart2)
print("Bremse:", kart2.name, "hat jetzt", kart2.geschw, "km/h")