init
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241e405527
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main.py
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main.py
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#!/usr/bin/python3
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import pygame
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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, color_key, 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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color_key[feld[b][a]],
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(a * block_size, b * block_size, block_size, block_size),
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)
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def verarbeite_feld(feld):
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feldx,feldy = len(feld[0]),len(feld)
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feld2 = copy.deepcopy(feld)
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for y in range(len(feld)):
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for x in range(len(feld[0])):
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poschar = feld[y][x]
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if poschar == "a":
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# uberprüfe unteren block
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bellow = feld[(y + 1) % feldy][x]
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bellowr = feld2[(y + 1) % feldy][(x + 1) % feldx]
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bellowl = feld2[(y + 1) % feldy][(x - 1) % feldx]
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direction = random.choice([-1, 1]) # Zufällige Auswahl der Richtung
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if bellow == " " and not bellow == "#":
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feld2[y][x] = feld[(y + 1) % feldy][x]
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feld2[(y + 1) % feldy][x] = feld[y][x]
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elif bellowr == " " and not bellowr == "#":
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feld2[y][x] = feld[(y + 1) % feldy][(x + direction) % feldx]
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feld2[(y + 1) % feldy][(x + direction) % feldx] = feld[y][x]
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elif bellowl == " " and not bellowl == "#":
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feld2[y][x] = feld[(y + 1) % feldy][(x + direction) % feldx]
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feld2[(y + 1) % feldy][(x + direction) % feldx] = feld[y][x]
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return feld2
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def make_feld(size, mode):
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x = screensize[0] // size
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y = screensize[1] // size
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feld = [[" " for _ in range(x)] for _ in range(y)]
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if mode == "border":
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for x in range(x):
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feld[y - 1][x] = "#"
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return feld, x, y
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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("SAND")
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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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display_mode = "border"
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feld, feldx, feldy = make_feld(20, display_mode)
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acolor = (255, 0, 0)
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wechselfarbe = "r"
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using_element = "a"
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pixelsize = 20
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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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pressed_keys = pygame.key.get_pressed()
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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 preview_pressed_keys[pygame.K_PLUS]:
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pixelsize += 2
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feld, feldx, feldy = make_feld(pixelsize, display_mode)
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if pressed_keys[pygame.K_MINUS] and not preview_pressed_keys[pygame.K_MINUS]:
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pixelsize -= 2
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feld, feldx, feldy = make_feld(pixelsize, display_mode)
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if pressed_keys[pygame.K_d] and not preview_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 preview_pressed_keys[pygame.K_SPACE]:
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if using_element == "a":
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using_element = "#"
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else:
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using_element = "a"
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if pressed_keys[pygame.K_r] and not preview_pressed_keys[pygame.K_r]:
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if display_mode == "border":
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display_mode = "loop"
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else:
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display_mode = "border"
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feld, feldx, feldy = make_feld(pixelsize, display_mode)
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preview_pressed_keys = pressed_keys
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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 = make_feld(pixelsize, display_mode)
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r, g, b = acolor
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if wechselfarbe == "r":
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r -= 1
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g += 1
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if r == 0:
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wechselfarbe = "g"
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if wechselfarbe == "g":
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g -= 1
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b += 1
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if g == 0:
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wechselfarbe = "b"
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if wechselfarbe == "b":
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b -= 1
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r += 1
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if b == 0:
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wechselfarbe = "r"
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acolor = r, g, b
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color_key = {"#": (100, 100, 100), "a": acolor}
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draw_feld(feld, color_key, pixelsize)
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mx, my = pygame.mouse.get_pos()
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mousepressed = pygame.mouse.get_pressed()[0]
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if mousepressed:
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feld[my // pixelsize][mx // pixelsize] = using_element
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preview_mousepressed = pygame.mouse.get_pressed()[0]
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feld = verarbeite_feld(feld)
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if show_debug:
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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(30)
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screen.fill((0, 0, 0))
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