Do some changes and tests
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@@ -8,7 +8,7 @@ WEISS = ( 255, 255, 255)
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active = True
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clock = pygame.time.Clock()
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#screen.fill(WEISS)
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Testobjekt = {"name":"testobjekt",
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"posx":0,
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@@ -17,8 +17,33 @@ Testobjekt = {"name":"testobjekt",
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# Definieren der Variablen
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ballpos_x = 10
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ballpos_y = 30
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ballpos_y = 10
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class GameObjekt():
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__name = str()
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__pos_x = int()
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__pos_y = int()
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__rectobjekt = pygame.Rect
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def __init__(self, name:str, posx:int, posy:int, *rect:pygame.Rect) -> None:
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self.__name = name
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self.__pos_x = posx
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self.__pos_y = posy
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self.__rectobjekt = rect
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pass
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def move(self, x):
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MOVE_SPEED = 5
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#self.__rectobjekt.x += MOVE_SPEED
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print(self.__rectobjekt)
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background = pygame.Surface((640,480)) #Erstellt eine Obfläche mit der Größe des Fensters
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rect2 = pygame.draw.rect(background,(0,255,255),(20,20,40,40))
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rect1 = pygame.draw.ellipse(screen, (0,0,0), [ballpos_x, ballpos_y, 20, 20])
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Player = GameObjekt("Test", 0,0,rect1)
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#Fenster-Hauptschleife
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while active == True:
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@@ -28,29 +53,33 @@ while active == True:
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active = False
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elif (event.type == pygame.KEYDOWN):
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if (event.key == pygame.K_UP):
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#pygame.draw.rect(screen, (0,0,0), [180,20,100,100],1)
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#Testobjekt["posx"] +=1
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print("Keydown")
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print(rect2.x)
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background.get_rect()
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#rect1.move(ballpos_x, ballpos_y)
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Player.move(5)
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ballpos_y -= 10
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elif (event.key == pygame.K_DOWN):
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print("Keydown")
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#rect1.move(ballpos_x, ballpos_y)
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ballpos_y += 10
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elif (event.key == pygame.K_RIGHT):
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print("Keydown")
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#rect1.move(ballpos_x, ballpos_y)
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ballpos_x += 10
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elif (event.key == pygame.K_LEFT):
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print("Keydown")
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#rect1.move(ballpos_x, ballpos_y)
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ballpos_x -= 10
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pygame.draw.ellipse(screen, WEISS, [ballpos_x, ballpos_y, 20, 20])
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# bewegen unseres Kreises
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ballpos_x += 4
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ballpos_y += 4
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#Displayflip sorgt dafür, dass das Fenster entsprechend der Tickrate aktualisiert wird
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#pygame.display.flip()
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rect2.move(100, 10)
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screen.blit(background,(0,0))
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pygame.display.flip()
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clock.tick(60)
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pygame.quit()
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