init
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39
button.py
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39
button.py
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import pygame
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class Button():
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def __init__(self, screen, color, pos, width, height, text) -> None:
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self.pos = pos
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self.größe = width,height
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self.color = color
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self.screen = screen
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self.text = text
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def draw(self):
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pygame.draw.rect(self.screen,
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self.color,
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(self.pos[0]-self.größe[0]//2,
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self.pos[1]-self.größe[1]//2,
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self.größe[0],
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self.größe[1])
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)
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pygame.draw.rect(self.screen,
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(0,150,0),
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(self.pos[0]-self.größe[0]//2,
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self.pos[1]-self.größe[1]//2,
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self.größe[0],
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self.größe[1]),
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2
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)
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font = pygame.font.Font(None, 30)
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text_surface = font.render(self.text, True, (0,0,0))
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text_rect = text_surface.get_rect()
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text_rect.center = (self.pos[0],
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self.pos[1])
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self.screen.blit(text_surface, text_rect)
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def check_hovered(self, mouse):
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if (self.pos[0] - self.größe[0]//2 <= mouse[0] <= self.pos[0] + self.größe[0]//2 and
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self.pos[1] - self.größe[1]//2 <= mouse[1] <= self.pos[1] + self.größe[1]//2):
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return True
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else:
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return False
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225
main.py
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225
main.py
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#!/usr/bin/python3
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import pygame
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from button import *
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import copy
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import random
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pygame.init()
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## funktionen
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def get_debug_text():
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def text(text, line_counter):
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debug_text = default_font.render(str(text), True, (255, 255, 255))
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screen.blit(debug_text, (0, line_counter * default_font.get_height()))
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line_counter = 1
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globalvars = globals()
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for a in globalvars:
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text(f"{str(a)} = {str(globalvars[a])}", line_counter)
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line_counter += 1
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def centered_text(text=str, pos=tuple, color=tuple):
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text = default_font.render(str(text), True, color, (255, 255, 255))
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screen.blit(text, (pos[0] - text.get_width() / 2, pos[1]))
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def draw_feld(feld, block_size):
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for a in range(len(feld[0])):
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for b in range(len(feld)):
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if feld[b][a]:
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pygame.draw.rect(
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screen,
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(255,255,255),
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(a * block_size, b * block_size, block_size, block_size),
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)
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def finde_nachbarn(x, y):
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feldx, feldy = len(feld[0]), len(feld)
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ov = (y - 1) % feldy , x % feldx
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ovr = (y - 1) % feldy , (x + 1) % feldx
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ovl = (y - 1) % feldy , (x - 1) % feldx
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r = y , (x + 1) % feldx
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l = y , (x - 1) % feldx
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be = (y + 1) % feldy , x % feldx
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ber = (y + 1) % feldy , (x + 1) % feldx
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bel = (y + 1) % feldy , (x - 1) % feldx
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return [ovl,ov, ovr, r, l, bel, be, ber]
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def verarbeite_feld(feld):
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feldx, feldy = len(feld[0]), len(feld) # bekomme feld größe
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feld2 = copy.deepcopy(feld) # mache neue kopie
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for y in range(feldy): # spalte
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for x in range(feldx): # zeile
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lives = 0
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for pos in finde_nachbarn(x ,y):
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if feld[pos[0]][pos[1]]:
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lives += 1
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if feld[y][x]:
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if lives <= 1:new = False
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elif lives >= 4:new = False
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else: new = True
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else:
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if lives == 3:new = True
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else: new = False
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feld2[y][x] = new
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return feld2 # gib kopie zurück
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## Funktion zum Verarbeiten des Feldes
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def make_feld(size,rand):
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x = screensize[0] // size
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y = screensize[1] // size
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if rand:
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feld = [[random.choice([False, True]) for _ in range(x)] for _ in range(y)]
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else: feld = [[False for _ in range(x)] for _ in range(y)]
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return feld, x, y
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def resize_feld(feld, new_size, fill_with=False):
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sx = screensize[0] // new_size
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sy = screensize[1] // new_size
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old_feld_size = len(feld[0]),len(feld)
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new_feld = [[" " for _ in range(sx)] for _ in range(sy)]
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for y in range(len(new_feld)):
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for x in range(len(new_feld[0])):
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if x < old_feld_size[0] and y < old_feld_size[1]:
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new_feld[y][x] = feld[y][x]
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else:
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new_feld[y][x] = fill_with
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return new_feld ,sx,sy
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def setbutton_pos():
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global buttons
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for i, button in enumerate(buttons):
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i += 1
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button.pos = (screensize[0] - 70, button_abstandy * i)
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## klassen
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## variablen
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screen = pygame.display.set_mode((800, 500), pygame.RESIZABLE)
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pygame.display.set_caption("GoL")
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screensize = pygame.display.get_window_size()
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clock = pygame.time.Clock()
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default_font = pygame.font.SysFont("sans", 14)
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feld, feldx, feldy = make_feld(20,True)
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pause = False
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pixelsize = 20 # größe eines pixels
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button_abstandy = 30 # abstand von buttons
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buttons = [
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Button(screen, (200, 200, 200), (screensize[0] - 70, 50), 25, 25, "\/"),
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Button(screen, (200, 200, 200), (screensize[0] - 70, 50), 100, 25, "Debug"),
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Button(screen, (200, 200, 200), (screensize[0] - 70, 50), 100, 25, "Reset"),
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Button(screen, (200, 200, 200), (screensize[0] - 70, 50), 100, 25, "Zoom"),
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Button(screen, (200, 200, 200), (screensize[0] - 70, 50), 100, 25, "Pause"),
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Button(screen, (200, 200, 200), (screensize[0] - 70, 50), 100, 25, "Randomize"),
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Button(screen, (200, 200, 200), (screensize[0] - 70, 50), 100, 25, "Clear"),
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]
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buttona = {"dropdown": 0, "debug": 1, "reset": 2, "zoom": 3, "pause": 4, "random": 5, "clear": 6}
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setbutton_pos()
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buttonhovered = [False, False, False, False, False, False, False]
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buttons_to_render = 6 # button begrenzung
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dropdown = True
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before_buttonhovered = [False,False,False]
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key_counter = 0
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pressed_keys = pygame.key.get_pressed()
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show_debug = False
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running = True
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if __name__ == "__main__":
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while running:
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## key managment
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key_counter += 1
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if key_counter == 5:
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key_counter = 0
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pressed_keys = pygame.key.get_pressed()
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if True in pressed_keys:
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if pressed_keys[pygame.K_ESCAPE]:
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exit()
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if pressed_keys[pygame.K_PLUS] and not before_pressed_keys[pygame.K_PLUS]:
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pixelsize += 2
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feld, feldx, feldy = resize_feld(feld,pixelsize)
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if pressed_keys[pygame.K_MINUS] and not before_pressed_keys[pygame.K_MINUS]:
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pixelsize -= 2
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feld, feldx, feldy = resize_feld(feld,pixelsize)
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if pressed_keys[pygame.K_d] and not before_pressed_keys[pygame.K_d]:
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show_debug = not show_debug
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if pressed_keys[pygame.K_SPACE] and not before_pressed_keys[pygame.K_SPACE]:
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pause = not pause
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if pressed_keys[pygame.K_r] and not before_pressed_keys[pygame.K_r]:
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feld, feldx, feldy = make_feld(pixelsize,False)
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## event managment
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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exit()
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if event.type == pygame.WINDOWRESIZED:
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screensize = pygame.display.get_window_size()
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feld, feldx, feldy = resize_feld(feld,pixelsize)
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setbutton_pos()
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draw_feld(feld, pixelsize) # male feld mit color_key
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mx, my = pygame.mouse.get_pos()
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mousepressed = pygame.mouse.get_pressed()
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for button in buttons[:buttons_to_render]: # male jeden button
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button.draw()
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if True in mousepressed:
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for i, button in enumerate(buttons[:buttons_to_render]):
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# checke alle button ob die maus auf einen ist und schreibe es in die liste buttonhovered
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if button.check_hovered((mx, my)):
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buttonhovered[i] = True
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else:
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buttonhovered[i] = False
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if not True in buttonhovered : # wenn nicht maus über button
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if mousepressed[0] == True:
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feld[my // pixelsize][mx // pixelsize] = True
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else:
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feld[my // pixelsize][mx // pixelsize] = False
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if mousepressed[0] and not before_mousepressed[0]: # einmalklick von maus erfassen
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if buttonhovered[buttona["dropdown"]]: # falls button "dropdown" mit index von buttona = True
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dropdown = not dropdown
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if dropdown:
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buttons_to_render = len(buttons) # dropdown menü begrenzen indem man nicht alle buttons verarbeitet
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buttons[buttona["dropdown"]].text = "\/"
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else:
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buttons_to_render = 1
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buttons[buttona["dropdown"]].text = "/\\"
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if buttonhovered[buttona["debug"]]:
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show_debug = not show_debug
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if buttonhovered[buttona["reset"]]:
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feld, feldx, feldy = make_feld(pixelsize,False)
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if buttonhovered[buttona["zoom"]]:
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pixelsize += 2
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feld, feldx, feldy = resize_feld(feld,pixelsize,False)#make_feld(pixelsize,False)
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if buttonhovered[buttona["clear"]]:
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feld, feldx, feldy = make_feld(pixelsize,False)
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if buttonhovered[buttona["random"]]:
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feld, feldx, feldy = make_feld(pixelsize,True)
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if buttonhovered[buttona["pause"]]:
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pause = not pause
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if mousepressed[2] and not before_mousepressed[2]:
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if buttonhovered[buttona["zoom"]]:
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pixelsize -= 2
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feld, feldx, feldy = resize_feld(feld,pixelsize,False)#make_feld(pixelsize,False)
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before_buttonhovered = buttonhovered # bevorige maus und button hover daten erfassen
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before_mousepressed = mousepressed
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before_pressed_keys = pressed_keys
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if not pause:
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feld = verarbeite_feld(feld) # feld neu machen
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if show_debug: # debug text zeichnen
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get_debug_text()
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## bildschirm aktuallisierung
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pygame.display.flip()
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clock.tick(60)
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screen.fill((0, 0, 0))
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