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LuMoPlay-2025

https://replit.com/@luismonsalved/LuMoPlay-2025?v=1 print("Hi people")

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import pygame

{ "editor.someSetting": true, "markdownlint.config": { "default": true, "MD003": { "style": "atx_closed" }, "MD007": { "indent": 4 }, "no-hard-tabs": false } } Initialisierung von Pygame

pygame.init()

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screen_width = 800 screen_height = 600 screen = pygame.display.set_mode([screen_width, screen_height])

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running = True game_active = True { "editor.someSetting": true, "markdownlint.config": { "default": true, "MD003": { "style": "atx_closed" }, "MD007": { "indent": 4 }, "no-hard-tabs": false } }

background_image = pygame.image.load('background.png')

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player_image = pygame.image.load('player.png') player_image = pygame.transform.scale_by(player_image, 0.5)

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apple_image = pygame.image.load('apple.png') apple_image = pygame.transform.scale_by(apple_image, 0.15)

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player_rect = player_image.get_rect()

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player_x = screen_width / 2 - player_image.get_width() / 2 player_y = screen_height - player_image.get_height()

{ "editor.someSetting": true, "markdownlint.config": { "default": true, "MD003": { "style": "atx_closed" }, "MD007": { "indent": 4 }, "no-hard-tabs": false } }

apples = [] for i in range(5): apple_rect = apple_image.get_rect() apple_x = random.randint(0, screen_width - apple_image.get_width()) apple_y = random.randint(-500, -100) apple_rect.topleft = (apple_x, apple_y) apples.append(apple_rect)

score = 0 font = pygame.font.SysFont(None, 40)

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while running and game_active: # Schleife für die Spielmechanik/-logik while game_active: # Anzeigen des Hintergrundbildes screen.blit(background_image, (0, 0))

    # Anzeigen der Spielfigur
    screen.blit(player_image, (player_x, player_y))
    player_rect.topleft = (player_x, player_y)

    # Über alle Apfelrechtecke iterieren
    for apple_rect in apples:
        # Anzeigen eines Apfels für jedes Rechteck
        screen.blit(apple_image, apple_rect)

        # Den Apfel abwärts bewegen
        apple_rect.y += 1

        # Auf Kollision prüfen
        collision = player_rect.colliderect(apple_rect)

        # Wenn sie miteinander kollidieren, sollen die x- und y-Koordinaten jedes Apfels neu gesetzt werden
        if collision:
            score += 1
            apple_rect.x = random.randint(0, screen_width - apple_image.get_width())
            apple_rect.y = random.randint(-500, -100)

        if apple_rect.y > screen_height:
            game_active = False

    for event in pygame.event.get():
        # Überprüfen, ob das Kreuz geklickt wurde
        if event.type == pygame.QUIT:
            running = False
            game_active = False

    # Alle möglichen gedrückten Tasten bekommen
    keys = pygame.key.get_pressed()

    # Prüfen, ob die linke Pfeiltaste gedrückt wird und die Spielfigur innerhalb des Spielfelds ist
    if keys[pygame.K_LEFT] and player_x > 0:
        # Die Spielfigur nach links bewegen
        player_x -= 1

    # Prüfen, ob die rechte Pfeiltaste gedrückt wird und die Spielfigur innerhalb des Spielfelds ist
    if keys[pygame.K_RIGHT] and player_x < screen_width - player_image.get_width():
        # Die Spielfigur nach rechts bewegen
        player_x += 1

    # Score anzeigen
    score_text = font.render(f"Score: {score}", True, "white")
    screen.blit(score_text, (10, 10))

    # Die gesamte Spieloberfläche aktualisieren
    pygame.display.flip()

# Schleife für das Spielende
while running and not game_active:
    # Text für Game Over
    game_over_text = font.render("Game Over", True, "red")

    # Die Mitte des Bildschirms berechnen
    game_over_text_mid_x = screen_width / 2 - game_over_text.get_width() / 2
    game_over_text_mid_y = screen_height / 2 - game_over_text.get_height() / 2

    # Game Over mittig anzeigen
    screen.blit(game_over_text, (game_over_text_mid_x, game_over_text_mid_y))

    # Abfragen ob das X gedrückt wurde und sonst die gesamte Spieloberfläche aktualisieren
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    # Die gesamte Spieloberfläche aktualisieren
    pygame.display.flip()