244 lines
8.5 KiB
Python
244 lines
8.5 KiB
Python
import pygame
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import game
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import logger
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import weapons
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import interface
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import GameObject
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import Utils
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import time
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import random
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import subprocess
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pygame.init()
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pygame.display.set_caption("TESTFENSTER")
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pygame.mouse.set_visible(True)
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RENDERING_SIZE = (1280,720)
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WINDOWED_DEF_SIZE = (1280,720)
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#pygame.key.set_repeat(1, 30)
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window = pygame.display.set_mode((RENDERING_SIZE))
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screen = pygame.Surface(RENDERING_SIZE)
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log = logger.log("log.txt")
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clock = pygame.time.Clock()
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WEISS = (255,255,255)
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SCHWARZ = (0,0,0)
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GRUEN = (0,255,0)
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ROT = (255,0,0)
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log.writeln("Loading game...")
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log.writeln("Loading images...")
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image_enemy = Utils.load_image("Rastergrafik.png")
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testimage = Utils.load_image("Rastergrafik.png")
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enemy1 = Utils.load_image("sprites/enemy_1.png")
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spaceship = Utils.load_image("sprites/spaceship_1_transp.png", (255,0,255))
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log.writeln("Setup fonts...")
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font1 = pygame.font.Font("/usr/share/fonts/TTF/Inconsolata-UltraExpandedExtraBold.ttf", 30)
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font2 = pygame.font.Font("/usr/share/fonts/TTF/Inconsolata-UltraExpandedExtraBold.ttf", 12)
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log.writeln("Get git revision hash...")
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short_hash = subprocess.check_output(['git', 'rev-parse', '--short', 'HEAD']).decode('ascii').strip()
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hash_label = font2.render(F"git-hash: {short_hash}", 1, ROT)
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log.writeln(F"Git-Hash: {short_hash}")
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#testimage.set_colorkey((255,0,255), pygame.RLEACCELOK)
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players = [
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GameObject.Player("Player", screen,(screen.get_size()[0]/2)-17, screen.get_size()[1]-175, 60, 60, spaceship),
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GameObject.Player2("Player2", screen,(screen.get_size()[0]/2)-17, screen.get_size()[1]-175, 60, 60, spaceship)
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]
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player1 = GameObject.Player("Player", screen,(screen.get_size()[0]/2)-17, screen.get_size()[1]-175, 60, 60, spaceship)
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player2 = GameObject.Player2("Player2", screen,(screen.get_size()[0]/2)-17, screen.get_size()[1]-175, 60, 60, spaceship)
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game.loadlevels()
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spawned_enemys = list()
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i = 0
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startpos_x = 50
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startpos_y = 30
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for enemys in range(80):
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tmp_weapon = weapons.Laserblaster("Laserblaster", startpos_x, startpos_y+60, 5, 10, 30, 1, 0, screen, testimage)
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tmp = GameObject.Enemy(F"Enemy-{i}", startpos_x,startpos_y,60,60, screen, enemy1)
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tmp.give_weapon(tmp_weapon)
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if(startpos_x >= (screen.get_size()[0]-150)):
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startpos_y += 50
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startpos_x = 0
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print(tmp.get_weapon())
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spawned_enemys.append(tmp)
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startpos_x += (tmp.width+15)
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i += 1
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startpos_x = 500
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startpos_y = 500
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tmp_weapon = weapons.Laserblaster("Laserblaster", startpos_x, startpos_y+60, 5, 10, 30, 1, 0, screen, testimage)
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e1 = GameObject.Enemy(F"Enemy-{i}", startpos_x,startpos_y,60,60, screen, enemy1)
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e1.give_weapon(tmp_weapon)
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gamestate = True
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milliseconds = pygame.time.get_ticks()
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tmp_time = pygame.time.get_ticks()/1000
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seconds = milliseconds/1000
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tmp_seconds = 0
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while(gamestate):
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screen.fill((8,31,61))
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for event in pygame.event.get():
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if(event.type == pygame.QUIT):
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del log
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gamestate = False
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if(event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
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pygame.display.set_mode((RENDERING_SIZE))
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gamestate = False
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#Push F10 for fullscreen-mode
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if(event.type == pygame.KEYDOWN and event.key == pygame.K_F10):
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pygame.display.set_mode(RENDERING_SIZE, pygame.FULLSCREEN)
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#Push F9 for window-mode
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if(event.type == pygame.KEYDOWN and event.key == pygame.K_F9):
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pygame.display.set_mode((RENDERING_SIZE))
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for player in players:
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player:GameObject.Player
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player.handle_input(event)
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for player in players:
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player:GameObject.Player
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if(player.keymap["left"] == True and player.pos_x > 0):
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player.move("left")
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#print("links")
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if(player.keymap["right"] == True and player.pos_x <= (screen.get_size()[0]-player.width)):
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player.move("right")
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player.update_interface()
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player.render(screen)
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game.run(screen)
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player1.firecontrol(screen)
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player2.firecontrol(screen)
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for key, obj in enumerate(GameObject.GameObject.objects):
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print(key, obj)
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#TODO If Playerposition are on the same x-axis then gamble hit by 50% chance
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for projectiles in GameObject.Projectile.shots:
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projectiles:dict
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for key, projectile in projectiles.items():
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projectile:GameObject.Projectile
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#Check if player hits an enemy delete it
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for enemy in spawned_enemys:
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enemy:GameObject.Enemy
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if(pygame.Rect.colliderect(projectile.rect, enemy.rect)):
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#Check if only a playerhit despawn enemys
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if(projectile.name == "Player" or projectile.name == "Player2"):
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if len(players) == 2:
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players[0].points += 10
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players[1].points += 10
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else:
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players[0].points += 10
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index = spawned_enemys.index(enemy)
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del spawned_enemys[index]
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index = GameObject.Projectile.shots.index(projectiles)
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del GameObject.Projectile.shots[index]
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index = GameObject.GameObject.objects.index(projectile)
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#Report playerkills by player
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if(projectile.name == "Player"):
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players[0].kills += 1
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if(projectile.name == "Player2"):
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players[1].kills += 1
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#TODO Buggy pygame colliderect is true until projectile passed the hole playrect
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# Life decrease only once!
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for player in players:
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player:GameObject.Player
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if(pygame.Rect.colliderect(projectile.rect, player.rect)):
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#print("Game-Over")
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player.get_damage(enemy.get_weapon().damage)
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try:
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index = GameObject.Projectile.shots.index(projectiles)
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del GameObject.Projectile.shots[index]
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except:
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print("Error on indexing projectile")
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#TODO Add Gameover event
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#Check for bullets out of playground and delete it
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if((projectile.pos_y > screen.get_size()[1]) or (projectile.pos_y < 0)):
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#print(F"Lösche: {projectile}")
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index = GameObject.Projectile.shots.index(projectiles)
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del GameObject.Projectile.shots[index]
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milliseconds = pygame.time.get_ticks()
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seconds = milliseconds / 1000
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now = time.time_ns()
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rand = random.randint(0, 100)
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for enemy in spawned_enemys:
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enemy:GameObject.Enemy
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if rand == 20 and (enemy.pos_x != 0 or enemy.pos_x >= (screen.get_size()[0]+enemy.width)):
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enemy.move(5)
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#enemy.movementqueue.append(5)
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if rand == 50 and (enemy.pos_x != 0 or enemy.pos_x >= (screen.get_size()[0]+enemy.width)):
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enemy.move(-5)
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#enemy.movementqueue.append(-5)
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rand1 = random.randint(0, 1000)
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if rand1 == 50:
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enemy.fire(screen)
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enemy.render(screen)
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enemy.firecontrol(screen)
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screen
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label1 = font1.render(F"Score: {player1.points}", True, (255,0,0))
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fps_label = font2.render(F"FPS: {int(clock.get_fps())}", True, (255,0,0))
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screen.blit(label1, ((screen.get_size()[0]/2)-(label1.get_size()[0]/2), screen.get_size()[1]-50))
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screen.blit(fps_label, (screen.get_size()[0]-fps_label.get_size()[0]-10, screen.get_size()[1]-25))
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screen.blit(hash_label, (25, screen.get_size()[1] -25))
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#Scales the mainsurface
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scaled_win = pygame.transform.scale(screen, window.get_size())
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#Blits the mainsurface to the mainwindow
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window.blit(scaled_win, (0, 0))
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clock.tick(60)
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pygame.display.flip()
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#image = screen.blit(testimage, (pos_x, pos_y))
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#mouse_pos = pygame.mouse.get_pos()
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#print(int(pygame.time.get_ticks()/1000))
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#print(mouse_pos)
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#print(image.topleft) #Gibt die Position einen Surfaces "obenlinks" aus
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#print(image.size) #Gibt die Größe eines Surfaces aus
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#max = tuple(map(lambda i, j : i+j, image.topleft, image.size))
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#Wenn Mausposition X-Achse innerhalb Anfangsposition+Breite
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#if(mouse_pos[0] <= max[0] and mouse_pos[0] >= image.topleft[0]):
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#Wenn Mausposition Y-Achse innerhalb Anfangsposition+Höhe
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#if(mouse_pos[1] <= max[1] and mouse_pos[1] >= image.topleft[1]):
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#print("Treffer")
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#pos_x = mouse_pos[0]
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#pos_y = mouse_pos[1] |