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2 commits
55def84e5e
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d5d2781f63
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| d5d2781f63 | |||
| eb68edfb03 |
2 changed files with 60 additions and 4 deletions
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@ -9,6 +9,7 @@ class Player:
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self.rect = pygame.Rect(x, y, PLAYER_SIZE, PLAYER_SIZE)
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self.rect = pygame.Rect(x, y, PLAYER_SIZE, PLAYER_SIZE)
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self.dir = "up"
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self.dir = "up"
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self.image = image
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self.image = image
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self.ammo = 5 # Startwert für Munition
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def move(self, keys, map_w, map_h):
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def move(self, keys, map_w, map_h):
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if not self.alive:
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if not self.alive:
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@ -11,6 +11,12 @@ from settings import PLAYER_SIZE, MAP_PATH, WIDTH, HEIGHT, MINIMAP_MARGIN
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DEBUG = False
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DEBUG = False
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MAX_AMMO = 5
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trinkbrunnen_positions = np.load('trinkbrunnen_pixel_positions.npy')
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# Nach dem Laden der Positionen:
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used_brunnen = [False] * len(trinkbrunnen_positions)
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pygame.init()
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pygame.init()
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# logo_img = pygame.image.load("images/logo.png")
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# logo_img = pygame.image.load("images/logo.png")
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# pygame.display.set_icon(logo_img)
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# pygame.display.set_icon(logo_img)
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@ -19,6 +25,9 @@ pygame.display.set_caption("Wasser der Regierung")
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logo_img = pygame.image.load("images/Wasser_der_Regierung.PNG")
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logo_img = pygame.image.load("images/Wasser_der_Regierung.PNG")
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pygame.display.set_icon(logo_img)
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pygame.display.set_icon(logo_img)
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def load_map(path):
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def load_map(path):
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try:
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try:
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arr = rasterio.open(path).read(1)
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arr = rasterio.open(path).read(1)
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@ -32,12 +41,22 @@ def load_map(path):
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print(f"Map load error: {e}")
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print(f"Map load error: {e}")
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return None, WIDTH, HEIGHT
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return None, WIDTH, HEIGHT
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map_surface, MAP_W, MAP_H = load_map(MAP_PATH)
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map_surface, MAP_W, MAP_H = load_map(MAP_PATH)
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DIST_FACTOR = 2.0 # 2.0 = doppelte Entfernung, 1.0 = Standard
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# Karte vergrößern
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scaled_map = pygame.transform.smoothscale(map_surface, (int(MAP_W * DIST_FACTOR), int(MAP_H * DIST_FACTOR)))
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WIN.blit(scaled_map, (0, 0))
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MINIMAP_WIDTH = 200
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MINIMAP_WIDTH = 200
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MINIMAP_HEIGHT = int(MAP_H / MAP_W * MINIMAP_WIDTH)
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MINIMAP_HEIGHT = int(MAP_H / MAP_W * MINIMAP_WIDTH)
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def draw_minimap(win, map_surface, player, enemies, bottles):
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def draw_minimap(win, map_surface, player, enemies, bottles):
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mini = pygame.transform.smoothscale(map_surface, (MINIMAP_WIDTH, MINIMAP_HEIGHT))
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mini = pygame.transform.smoothscale(map_surface, (MINIMAP_WIDTH, MINIMAP_HEIGHT))
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win.blit(mini, (WIDTH - MINIMAP_WIDTH - MINIMAP_MARGIN, MINIMAP_MARGIN))
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win.blit(mini, (WIDTH - MINIMAP_WIDTH - MINIMAP_MARGIN, MINIMAP_MARGIN))
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def map2mini(x, y):
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def map2mini(x, y):
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@ -53,6 +72,7 @@ def draw_minimap(win, map_surface, player, enemies, bottles):
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for bottle in bottles:
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for bottle in bottles:
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pygame.draw.circle(win, (0, 180, 255), map2mini(bottle.x, bottle.y), 3)
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pygame.draw.circle(win, (0, 180, 255), map2mini(bottle.x, bottle.y), 3)
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def show_win_screen(win):
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def show_win_screen(win):
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win.fill((40, 180, 80))
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win.fill((40, 180, 80))
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font = pygame.font.SysFont(None, 72)
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font = pygame.font.SysFont(None, 72)
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@ -61,6 +81,7 @@ def show_win_screen(win):
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pygame.display.update()
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pygame.display.update()
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pygame.time.wait(5000)
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pygame.time.wait(5000)
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def show_lose_screen(win):
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def show_lose_screen(win):
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win.fill((180, 40, 40))
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win.fill((180, 40, 40))
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font = pygame.font.SysFont(None, 72)
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font = pygame.font.SysFont(None, 72)
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@ -77,7 +98,9 @@ def main():
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human_img = load_img(HUMAN_IMG_PATH, (PLAYER_SIZE, PLAYER_SIZE))
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human_img = load_img(HUMAN_IMG_PATH, (PLAYER_SIZE, PLAYER_SIZE))
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player = Player(MAP_W // 2, MAP_H // 2, player_img)
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player = Player(MAP_W // 2, MAP_H // 2, player_img)
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enemies = [Enemy(random.randint(0, MAP_W - PLAYER_SIZE), random.randint(0, MAP_H - PLAYER_SIZE), enemy_img, human_img, i == 0) for i in range(20)]
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enemies = [
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Enemy(random.randint(0, MAP_W - PLAYER_SIZE), random.randint(0, MAP_H - PLAYER_SIZE), enemy_img, human_img,
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i == 0) for i in range(20)]
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bottles = []
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bottles = []
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minimap_visible = True
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minimap_visible = True
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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@ -89,7 +112,13 @@ def main():
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running = False
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running = False
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if event.type == pygame.KEYDOWN:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE:
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if event.key == pygame.K_SPACE:
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if player.ammo > 0:
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bottles.append(TapWater(player.x, player.y, player.dir))
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bottles.append(TapWater(player.x, player.y, player.dir))
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player.ammo -= 1
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else:
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print("Keine Munition!")
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if event.key == pygame.K_m:
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if event.key == pygame.K_m:
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minimap_visible = not minimap_visible
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minimap_visible = not minimap_visible
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keys = pygame.key.get_pressed()
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keys = pygame.key.get_pressed()
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@ -106,10 +135,13 @@ def main():
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bottles = [b for b in bottles if 0 <= b.x <= MAP_W and 0 <= b.y <= MAP_H]
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bottles = [b for b in bottles if 0 <= b.x <= MAP_W and 0 <= b.y <= MAP_H]
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ox = max(0, min(player.x + PLAYER_SIZE // 2 - WIDTH // 2, MAP_W - WIDTH))
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ox = max(0, min(player.x + PLAYER_SIZE // 2 - WIDTH // 2, MAP_W - WIDTH))
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oy = max(0, min(player.y + PLAYER_SIZE // 2 - HEIGHT // 2, MAP_H - HEIGHT))
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oy = max(0, min(player.y + PLAYER_SIZE // 2 - HEIGHT // 2, MAP_H - HEIGHT))
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if map_surface:
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if scaled_map:
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WIN.blit(map_surface, (0, 0), area=pygame.Rect(ox, oy, WIDTH, HEIGHT))
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WIN.blit(scaled_map, (0, 0), area=pygame.Rect(ox, oy, WIDTH, HEIGHT))
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else:
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else:
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WIN.fill((255, 255, 255))
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WIN.fill((255, 255, 255))
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for px, py in trinkbrunnen_positions:
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pygame.draw.circle(WIN, (0, 0, 0), (px - ox, py - oy), 4)
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player.draw(WIN, ox, oy)
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player.draw(WIN, ox, oy)
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for bottle in bottles:
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for bottle in bottles:
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bottle.draw(WIN, ox, oy)
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bottle.draw(WIN, ox, oy)
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@ -117,7 +149,29 @@ def main():
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enemy.draw(WIN, ox, oy)
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enemy.draw(WIN, ox, oy)
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if minimap_visible:
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if minimap_visible:
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draw_minimap(WIN, map_surface, player, enemies, bottles)
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draw_minimap(WIN, map_surface, player, enemies, bottles)
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player_rect = pygame.Rect(player.x, player.y, PLAYER_SIZE, PLAYER_SIZE)
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# Beim Auffüllen:
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for i, (px, py) in enumerate(trinkbrunnen_positions):
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brunnen_rect = pygame.Rect(px, py, 20, 20)
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if player_rect.colliderect(brunnen_rect) and not used_brunnen[i] and player.ammo < MAX_AMMO:
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player.ammo += 3
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used_brunnen[i] = True # Brunnen blockieren
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font = pygame.font.SysFont(None, 32)
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ammo_text = font.render(f"Wasser: {player.ammo}", True, (0, 0, 255))
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WIN.blit(ammo_text, (20, 20))
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pygame.display.update()
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pygame.display.update()
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if not player.alive:
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if not player.alive:
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show_lose_screen(WIN)
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show_lose_screen(WIN)
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running = False
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running = False
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@ -127,5 +181,6 @@ def main():
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pygame.quit()
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pygame.quit()
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sys.exit()
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sys.exit()
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if __name__ == "__main__":
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if __name__ == "__main__":
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main()
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main()
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