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@@ -14,9 +14,7 @@ class Kart:
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self.position = [0, 0]
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self.acceleration = acceleration
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self.lastRam = 0
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def __str__(self):
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return "Das Kart heißt:" + self.name
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self.knockback = [0, 0]
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def acc(self, brk): #brk is true or false
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if brk == False:
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@@ -33,9 +31,21 @@ class Kart:
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self.rotation += dir * self.handling
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def pos(self):
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# normale Eigenbewegung
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self.position[0] += math.cos(math.radians(self.rotation)) * self.speed
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self.position[1] += math.sin(math.radians(self.rotation)) * self.speed
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# Bewegung durch Rammen
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self.position[0] += self.knockback[0]
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self.position[1] += self.knockback[1]
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# Knockback langsam abbauen
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self.knockback[0] *= 0.90
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self.knockback[1] *= 0.90
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if self.speed > 5:
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self.speed *= 0.98
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def ram(self, other):
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current = time.time()
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@@ -43,34 +53,28 @@ class Kart:
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if current - self.lastRam < 1:
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return
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self.lastRam = current
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dx = self.position[0] - other.position[0]
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dy = self.position[1] - other.position[1]
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dx = other.position[0] - self.position[0]
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dy = other.position[1] - self.position[1]
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distance = math.sqrt(dx**2 + dy**2)
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if distance <= 200 and distance > 0:
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if distance > 200 or distance == 0:
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return
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# Richtung vom anderen Kart zum eigenen Kart
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self.lastRam = current
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# Richtung VOM eigenen Kart ZUM Gegner
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direction_x = dx / distance
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direction_y = dy / distance
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# Beide Karts bekommen eine schnelle Bewegung
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# aufeinander zu bzw. vom Zusammenstoß weg.
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ramSpeed = 12
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# Das eigene Kart macht einen schnellen Satz zum Gegner
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self.speed = 10
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self.position[0] += direction_x * ramSpeed
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self.position[1] += direction_y * ramSpeed
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# Gegner fliegt in Bewegungsrichtung des Angreifers weg
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knockbackSpeed = 18
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other.position[0] -= direction_x * ramSpeed
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other.position[1] -= direction_y * ramSpeed
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# Zufällige Drehung wie vorher
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randrot = random.randint(-20, 20)
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self.rotation += randrot
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other.rotation -= randrot
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other.knockback[0] = direction_x * knockbackSpeed
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other.knockback[1] = direction_y * knockbackSpeed
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class Item:
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@@ -0,0 +1,687 @@
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import pygame
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import random
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import time
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from kart import Kart, Item
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# -------------------------
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# Einstellungen
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# -------------------------
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WIDTH = 1000
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HEIGHT = 700
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FPS = 60
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BACKGROUND = (40, 40, 40)
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import pygame
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import random
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import time
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from pathlib import Path
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from kart import Kart, Item
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# -------------------------
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# Einstellungen
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# -------------------------
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WIDTH = 1000
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HEIGHT = 700
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FPS = 60
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BACKGROUND = (40, 40, 40)
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# Breite des Kart-Bildes auf dem Bildschirm.
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# Die Höhe wird automatisch passend zum Seitenverhältnis berechnet.
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KART_IMAGE_WIDTH = 60
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# Falls die Vorderseite von car.jpg nicht nach rechts zeigt, kann dieser
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# Wert angepasst werden, z. B. 90, -90 oder 180.
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KART_IMAGE_ROTATION_OFFSET = 0
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# Das Originalbild und bereits eingefärbte Varianten werden zwischengespeichert.
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CAR_IMAGE = None
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CAR_IMAGE_CACHE = {}
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# -------------------------
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# Hilfsfunktionen zum Zeichnen
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# -------------------------
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def load_car_image():
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"""Lädt car.jpg aus demselben Ordner wie main.py."""
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global CAR_IMAGE
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image_path = Path(__file__).resolve().with_name("car.jpg")
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image = pygame.image.load(str(image_path)).convert_alpha()
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# Seitenverhältnis des Bildes beibehalten.
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scale = KART_IMAGE_WIDTH / image.get_width()
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new_height = max(1, round(image.get_height() * scale))
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CAR_IMAGE = pygame.transform.smoothscale(
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image,
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(KART_IMAGE_WIDTH, new_height)
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)
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def get_colored_car_image(color):
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"""
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Gibt car.jpg in der gewünschten Kartfarbe zurück.
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Reine Grautöne bleiben unverändert. Rote Bereiche werden durch die
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gewünschte Farbe ersetzt. Ein kleiner Toleranzbereich sorgt dafür,
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dass auch durch JPEG-Kompression veränderte rote Randpixel mitgefärbt
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werden.
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"""
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color = tuple(color)
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if color in CAR_IMAGE_CACHE:
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return CAR_IMAGE_CACHE[color]
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image = CAR_IMAGE.copy()
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pixels = pygame.PixelArray(image)
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for x in range(image.get_width()):
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for y in range(image.get_height()):
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pixel = image.unmap_rgb(pixels[x, y])
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r, g, b = pixel.r, pixel.g, pixel.b
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# Grautöne haben ungefähr r == g == b.
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# Nur deutlich rotlastige Pixel werden eingefärbt.
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gray = (g + b) / 2
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redness = r - max(g, b)
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if redness > 10:
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# Stärke des roten Anteils.
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# (255, 0, 0) -> 1.0, rote Übergangspixel entsprechend weniger.
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strength = min(1.0, max(0.0, (r - gray) / 255.0))
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new_r = round(gray + (color[0] - gray) * strength)
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new_g = round(gray + (color[1] - gray) * strength)
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new_b = round(gray + (color[2] - gray) * strength)
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pixels[x, y] = (new_r, new_g, new_b)
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del pixels
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CAR_IMAGE_CACHE[color] = image
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return image
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def draw_kart(screen, kart, car_image, car_cache):
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color_key = tuple(kart.color)
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# Eingefärbtes Bild nur einmal pro Farbe erstellen
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if color_key not in car_cache:
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colored = colorize_car(car_image, kart.color)
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# Vergrößern ohne Glättung -> Pixel-Look bleibt erhalten
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scale = 4
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new_size = (
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colored.get_width() * scale,
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colored.get_height() * scale
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)
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car_cache[color_key] = pygame.transform.scale(
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colored,
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new_size
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)
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surface = car_cache[color_key]
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# Kart entsprechend seiner Rotation drehen
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rotated = pygame.transform.rotate(surface, -kart.rotation)
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rect = rotated.get_rect(
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center=(int(kart.position[0]), int(kart.position[1]))
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)
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screen.blit(rotated, rect)
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# -------------------------
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# Pool zeichnen
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# -------------------------
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def draw_pool(screen, pool):
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pygame.draw.ellipse(
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screen,
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pool.color,
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(
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int(pool.position[0] - pool.size),
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int(pool.position[1] - pool.size / 2),
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int(pool.size * 2),
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int(pool.size)
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)
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)
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def colorize_car(image, color):
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colored = image.copy()
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for x in range(colored.get_width()):
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for y in range(colored.get_height()):
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r, g, b, a = colored.get_at((x, y))
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# Nur reines Rot wird durch die Kart-Farbe ersetzt
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if (r, g, b) == (255, 0, 0):
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colored.set_at((x, y), (*color, a))
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return colored
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# -------------------------
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# Main
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# -------------------------
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def main():
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pygame.init()
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screen = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption("Kart Game")
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# car.jpg erst nach dem Erzeugen des Fensters laden, damit convert_alpha()
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# das Bild für die aktuelle Anzeige optimieren kann.
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load_car_image()
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clock = pygame.time.Clock()
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car_image = pygame.image.load("car.png").convert_alpha()
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car_cache = {}
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# -------------------------
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# Karts erzeugen
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# -------------------------
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kart1 = Kart(
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"Player 1",
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(255, 50, 50),
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acceleration=0.2,
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vMax=5,
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handling=4
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)
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kart2 = Kart(
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"Player 2",
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(50, 100, 255),
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acceleration=0.2,
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vMax=5,
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handling=4
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)
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# Startpositionen
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kart1.position = [250, 350]
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kart1.rotation = 0
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kart2.position = [750, 350]
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kart2.rotation = 180
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# -------------------------
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# Pool
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# -------------------------
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pool = None
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# Zeitpunkt, wann der nächste Pool erscheint
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nextPoolTime = time.time() + random.uniform(3, 8)
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running = True
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while running:
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# -------------------------
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# Events
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# -------------------------
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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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# -------------------------
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# Pool erzeugen / entfernen
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# -------------------------
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currentTime = time.time()
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# Wenn momentan kein Pool existiert
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# und die Wartezeit vorbei ist
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if pool is None and currentTime >= nextPoolTime:
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pool = Item("pool")
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pool.typ()
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# Zufällige Position
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pool.position = [
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random.randint(80, WIDTH - 80),
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random.randint(80, HEIGHT - 80)
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]
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# Zufällige Größe
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pool.size = random.randint(40, 80)
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# Pool bleibt unterschiedlich lange sichtbar
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poolEndTime = currentTime + random.uniform(3, 7)
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# Pool verschwinden lassen
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if pool is not None and currentTime >= poolEndTime:
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pool = None
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# Unregelmäßige Zeit bis zum nächsten Pool
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nextPoolTime = currentTime + random.uniform(3, 10)
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keys = pygame.key.get_pressed()
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# -------------------------
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# Kart 1
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# WASD + E
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# -------------------------
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# W = Gas
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if keys[pygame.K_w]:
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kart1.acc(False)
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# S = Rückwärts / Bremsen
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elif keys[pygame.K_s]:
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kart1.acc(True)
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# Wenn kein Gas/Bremse -> langsam abbremsen
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else:
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kart1.speed *= 0.98
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# A = links
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if keys[pygame.K_a]:
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kart1.turn(-1)
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# D = rechts
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if keys[pygame.K_d]:
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kart1.turn(1)
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# E = Rammen
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if keys[pygame.K_e]:
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kart1.ram(kart2)
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# -------------------------
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# Kart 2
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# IJKL + O
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# -------------------------
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# I = Gas
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if keys[pygame.K_i]:
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kart2.acc(False)
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# K = Rückwärts / Bremsen
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elif keys[pygame.K_k]:
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kart2.acc(True)
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else:
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kart2.speed *= 0.98
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# J = links
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if keys[pygame.K_j]:
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kart2.turn(-1)
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# L = rechts
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if keys[pygame.K_l]:
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kart2.turn(1)
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# O = Rammen
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if keys[pygame.K_o]:
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kart2.ram(kart1)
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# -------------------------
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# Position aktualisieren
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# -------------------------
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kart1.pos()
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kart2.pos()
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# -------------------------
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# Bildschirm verlassen?
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# -> auf andere Seite wechseln
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# -------------------------
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# Abstand zum Bildschirmrand
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border = 20
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for kart in [kart1, kart2]:
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# Linker Rand
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if kart.position[0] < border:
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kart.position[0] = border
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# Rechter Rand
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if kart.position[0] > WIDTH - border:
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kart.position[0] = WIDTH - border
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# Oberer Rand
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if kart.position[1] < border:
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kart.position[1] = border
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# Unterer Rand
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if kart.position[1] > HEIGHT - border:
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kart.position[1] = HEIGHT - border
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# -------------------------
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# Zeichnen
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# -------------------------
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screen.fill(BACKGROUND)
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# Pool zeichnen
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if pool is not None:
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draw_pool(screen, pool)
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draw_kart(screen, kart1, car_image, car_cache)
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draw_kart(screen, kart2, car_image, car_cache)
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# Namen anzeigen
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font = pygame.font.Font(None, 28)
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text1 = font.render(
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f"{kart1.name}: {kart1.speed:.1f}",
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True,
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kart1.color
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)
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text2 = font.render(
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f"{kart2.name}: {kart2.speed:.1f}",
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True,
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kart2.color
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)
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screen.blit(text1, (20, 20))
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screen.blit(text2, (20, 50))
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pygame.display.flip()
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# FPS
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clock.tick(FPS)
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pygame.quit()
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if __name__ == "__main__":
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main()
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# -------------------------
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# Hilfsfunktion zum Zeichnen
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# -------------------------
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def draw_kart(screen, kart):
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# Kart als Rechteck
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width = 40
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height = 25
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surface = pygame.Surface((width, height), pygame.SRCALPHA)
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pygame.draw.rect(surface, kart.color, (0, 0, width, height))
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# Richtung des Karts
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rotated = pygame.transform.rotate(surface, -kart.rotation)
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rect = rotated.get_rect(
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center=(int(kart.position[0]), int(kart.position[1]))
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)
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screen.blit(rotated, rect)
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# -------------------------
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# Pool zeichnen
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# -------------------------
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def draw_pool(screen, pool):
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pygame.draw.ellipse(
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screen,
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pool.color,
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(
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int(pool.position[0] - pool.size),
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int(pool.position[1] - pool.size / 2),
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int(pool.size * 2),
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int(pool.size)
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)
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)
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def apply_pool_slow(kart, pool):
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if pool is None:
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return
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dx = kart.position[0] - pool.position[0]
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dy = kart.position[1] - pool.position[1]
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# Prüfen, ob das Kart innerhalb der Ellipse liegt
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inside = (
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(dx / pool.size) ** 2
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+ (dy / (pool.size / 2)) ** 2
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||||
<= 1
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)
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if inside:
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kart.speed *= 0.8
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# -------------------------
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||||
# Main
|
||||
# -------------------------
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||||
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||||
def main():
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||||
pygame.init()
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||||
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||||
screen = pygame.display.set_mode((WIDTH, HEIGHT))
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||||
pygame.display.set_caption("Kart Game")
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||||
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||||
clock = pygame.time.Clock()
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||||
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||||
# -------------------------
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||||
# Karts erzeugen
|
||||
# -------------------------
|
||||
|
||||
kart1 = Kart(
|
||||
"Player 1",
|
||||
(255, 50, 50),
|
||||
acceleration=0.2,
|
||||
vMax=5,
|
||||
handling=4
|
||||
)
|
||||
|
||||
kart2 = Kart(
|
||||
"Player 2",
|
||||
(50, 100, 255),
|
||||
acceleration=0.2,
|
||||
vMax=5,
|
||||
handling=4
|
||||
)
|
||||
|
||||
# Startpositionen
|
||||
kart1.position = [250, 350]
|
||||
kart1.rotation = 0
|
||||
|
||||
kart2.position = [750, 350]
|
||||
kart2.rotation = 180
|
||||
|
||||
# -------------------------
|
||||
# Pool
|
||||
# -------------------------
|
||||
|
||||
pool = None
|
||||
|
||||
# Zeitpunkt, wann der nächste Pool erscheint
|
||||
nextPoolTime = time.time() + random.uniform(3, 8)
|
||||
|
||||
running = True
|
||||
|
||||
while running:
|
||||
|
||||
# -------------------------
|
||||
# Events
|
||||
# -------------------------
|
||||
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
|
||||
# -------------------------
|
||||
# Pool erzeugen / entfernen
|
||||
# -------------------------
|
||||
|
||||
currentTime = time.time()
|
||||
|
||||
# Wenn momentan kein Pool existiert
|
||||
# und die Wartezeit vorbei ist
|
||||
if pool is None and currentTime >= nextPoolTime:
|
||||
|
||||
pool = Item("pool")
|
||||
pool.typ()
|
||||
|
||||
# Zufällige Position
|
||||
pool.position = [
|
||||
random.randint(80, WIDTH - 80),
|
||||
random.randint(80, HEIGHT - 80)
|
||||
]
|
||||
|
||||
# Zufällige Größe
|
||||
pool.size = random.randint(40, 80)
|
||||
|
||||
# Pool bleibt unterschiedlich lange sichtbar
|
||||
poolEndTime = currentTime + random.uniform(3, 7)
|
||||
|
||||
# Pool verschwinden lassen
|
||||
if pool is not None and currentTime >= poolEndTime:
|
||||
|
||||
pool = None
|
||||
|
||||
# Unregelmäßige Zeit bis zum nächsten Pool
|
||||
nextPoolTime = currentTime + random.uniform(3, 10)
|
||||
|
||||
keys = pygame.key.get_pressed()
|
||||
|
||||
# -------------------------
|
||||
# Kart 1
|
||||
# WASD + E
|
||||
# -------------------------
|
||||
|
||||
# W = Gas
|
||||
if keys[pygame.K_w]:
|
||||
kart1.acc(False)
|
||||
|
||||
# S = Rückwärts / Bremsen
|
||||
elif keys[pygame.K_s]:
|
||||
kart1.acc(True)
|
||||
|
||||
# Wenn kein Gas/Bremse -> langsam abbremsen
|
||||
else:
|
||||
kart1.acc(None)
|
||||
|
||||
# A = links
|
||||
if keys[pygame.K_a]:
|
||||
kart1.turn(-1)
|
||||
|
||||
# D = rechts
|
||||
if keys[pygame.K_d]:
|
||||
kart1.turn(1)
|
||||
|
||||
# E = Rammen
|
||||
if keys[pygame.K_e]:
|
||||
kart1.ram(kart2)
|
||||
|
||||
# -------------------------
|
||||
# Kart 2
|
||||
# IJKL + O
|
||||
# -------------------------
|
||||
|
||||
# I = Gas
|
||||
if keys[pygame.K_i]:
|
||||
kart2.acc(False)
|
||||
|
||||
# K = Rückwärts / Bremsen
|
||||
elif keys[pygame.K_k]:
|
||||
kart2.acc(True)
|
||||
|
||||
else:
|
||||
kart1.acc(None)
|
||||
|
||||
# J = links
|
||||
if keys[pygame.K_j]:
|
||||
kart2.turn(-1)
|
||||
|
||||
# L = rechts
|
||||
if keys[pygame.K_l]:
|
||||
kart2.turn(1)
|
||||
|
||||
# O = Rammen
|
||||
if keys[pygame.K_o]:
|
||||
kart2.ram(kart1)
|
||||
|
||||
# -------------------------
|
||||
# Position aktualisieren
|
||||
# -------------------------
|
||||
|
||||
# Pool-Effekt
|
||||
apply_pool_slow(kart1, pool)
|
||||
apply_pool_slow(kart2, pool)
|
||||
|
||||
# Position aktualisieren
|
||||
kart1.pos()
|
||||
kart2.pos()
|
||||
|
||||
# -------------------------
|
||||
# Bildschirm verlassen?
|
||||
# -> auf andere Seite wechseln
|
||||
# -------------------------
|
||||
|
||||
# Abstand zum Bildschirmrand
|
||||
border = 20
|
||||
|
||||
for kart in [kart1, kart2]:
|
||||
|
||||
# Linker Rand
|
||||
if kart.position[0] < border:
|
||||
kart.position[0] = border
|
||||
|
||||
# Rechter Rand
|
||||
if kart.position[0] > WIDTH - border:
|
||||
kart.position[0] = WIDTH - border
|
||||
|
||||
# Oberer Rand
|
||||
if kart.position[1] < border:
|
||||
kart.position[1] = border
|
||||
|
||||
# Unterer Rand
|
||||
if kart.position[1] > HEIGHT - border:
|
||||
kart.position[1] = HEIGHT - border
|
||||
|
||||
# -------------------------
|
||||
# Zeichnen
|
||||
# -------------------------
|
||||
|
||||
screen.fill(BACKGROUND)
|
||||
|
||||
# Pool zeichnen
|
||||
if pool is not None:
|
||||
draw_pool(screen, pool)
|
||||
|
||||
draw_kart(screen, kart1)
|
||||
draw_kart(screen, kart2)
|
||||
|
||||
# Namen anzeigen
|
||||
font = pygame.font.Font(None, 28)
|
||||
|
||||
text1 = font.render(
|
||||
f"{kart1.name}: {kart1.speed:.1f}",
|
||||
True,
|
||||
kart1.color
|
||||
)
|
||||
|
||||
text2 = font.render(
|
||||
f"{kart2.name}: {kart2.speed:.1f}",
|
||||
True,
|
||||
kart2.color
|
||||
)
|
||||
|
||||
screen.blit(text1, (20, 20))
|
||||
screen.blit(text2, (20, 50))
|
||||
|
||||
pygame.display.flip()
|
||||
|
||||
# FPS
|
||||
clock.tick(FPS)
|
||||
|
||||
pygame.quit()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
Reference in New Issue
Block a user