mirror of
https://git.astronand.dev/minecartchris/Stock-Game.git
synced 2026-06-18 11:19:46 -04:00
Add initial implementation of Stock Trading Game with CSS styling, HTML structure, and trade logging functionality
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57
Jan IT-Club Thing/dvd.py
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57
Jan IT-Club Thing/dvd.py
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import pygame
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import random
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import os
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import sys
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import time
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pygame.init()
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screen = pygame.display.set_mode((1920, 1080))
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pygame.display.set_caption("Simple Pygame Example")
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clock = pygame.time.Clock()
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font = pygame.font.SysFont(None, 55)
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WHITE = (255, 255, 255)
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x = 20
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y = 20
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xbool = False
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ybool = False
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toWrite = "Drugs"
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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screen.fill((0, 0, 0))
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text = font.render(toWrite, True, WHITE)
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screen.blit(text, (x, y))
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text_width, text_height = font.size(toWrite)
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pygame.display.flip()
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clock.tick(60)
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if x > (screen.get_width() - text_width) or xbool:
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x = x - 1
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xbool = True
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else:
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x = x + 1
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xbool = False
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if y > (screen.get_height() - text_height) or ybool:
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y = y - 1
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ybool = True
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else:
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y = y + 1
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ybool = False
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if y < 0:
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y = 0
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ybool = False
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if x < 0:
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x = 0
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xbool = False
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print(x, y)
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time.sleep(0.01)
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172
Jan IT-Club Thing/main.py
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172
Jan IT-Club Thing/main.py
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import pygame
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import random
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import os
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import sys
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import time
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pygame.init()
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screen = pygame.display.set_mode((1920, 1080))
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pygame.display.set_caption("pong")
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clock = pygame.time.Clock()
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font = pygame.font.SysFont(None, 55)
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WHITE = (255, 255, 255)
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pongSizeX, pongSizeY = font.size("pong")
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x = screen.get_width() // 2
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y = screen.get_height() // 2
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pY = screen.get_height() // 2
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pX = 1920 - 50
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aiY = screen.get_height() // 2
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playerPoints = 0
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aiPoints = 0
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if random.randint(0, 1) == 0:
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xbool = True
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else:
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xbool = False
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if random.randint(0, 1) == 0:
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ybool = True
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else:
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ybool = False
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rect_width = 10
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rect_height = 10
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menu = True
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while menu:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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screen.fill((0, 0, 0))
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text = font.render("Press SPACE to start or Press D to select Ai Diffclty", True, WHITE)
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screen.blit(text, ((screen.get_width() // 2) - (text.get_width() // 2), (screen.get_height() // 2) - (text.get_height() // 2)))
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pygame.display.flip()
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if pygame.key.get_pressed()[pygame.K_SPACE]:
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menu = False
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elif pygame.key.get_pressed()[pygame.K_d]:
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diffMenu = True
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while diffMenu:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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screen.fill((0, 0, 0))
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text = font.render("Press 1 for Easy, 2 for Medium, 3 for Hard", True, WHITE)
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screen.blit(text, ((screen.get_width() // 2) - (text.get_width() // 2), (screen.get_height() // 2) - (text.get_height() // 2)))
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pygame.display.flip()
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if pygame.key.get_pressed()[pygame.K_1]:
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aiSpeed = 0.3
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diffMenu = False
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elif pygame.key.get_pressed()[pygame.K_2]:
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aiSpeed = 0.4
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diffMenu = False
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elif pygame.key.get_pressed()[pygame.K_3]:
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aiSpeed = 0.7
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diffMenu = False
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clock.tick(60)
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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screen.fill((0, 0, 0))
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text = font.render("pong", True, WHITE)
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pPointsText = font.render(str(playerPoints), True, WHITE)
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aiPointsText = font.render(str(aiPoints), True, WHITE)
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screen.blit(pPointsText, (screen.get_width() - pPointsText.get_width() - 20, 0))
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screen.blit(aiPointsText, (20, 0))
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screen.blit(text, ((screen.get_width() // 2) - pongSizeX, 0))
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player_paddle = pygame.Rect(pX, pY, 20, 100)
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ai_paddle = pygame.Rect(30, aiY, 20, 100)
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ball = pygame.Rect(x, y, rect_width, rect_height)
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pygame.draw.rect(screen, WHITE, ball)
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pygame.draw.rect(screen, WHITE, player_paddle)
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pygame.draw.rect(screen, WHITE, ai_paddle)
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pygame.display.flip()
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# Ball movement logic and player/AI paddle movement
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if x > (screen.get_width() - rect_width) or ball.colliderect(player_paddle):
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xbool = True
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elif x < 0 or ball.colliderect(ai_paddle):
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xbool = False
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if xbool:
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x = x - 0.5
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else:
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x = x + 0.5
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if y > (screen.get_height() - rect_height) or ybool:
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y = y - 0.5
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ybool = True
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else:
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y = y + 0.5
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ybool = False
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if y < 0:
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y = 0
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ybool = False
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if x < 0:
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x = 0
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xbool = False
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if ai_paddle.centery < ball.centery:
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aiY = aiY + aiSpeed
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elif ai_paddle.centery > ball.centery:
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aiY = aiY - aiSpeed
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if pygame.key.get_pressed()[pygame.K_ESCAPE]:
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pygame.quit()
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sys.exit()
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elif pygame.key.get_pressed()[pygame.K_DOWN] and pY + 100 < screen.get_height() - 10:
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pY += 1
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elif pygame.key.get_pressed()[pygame.K_UP] and pY - 10 > 0:
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pY -= 1
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# points logic
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if x <= 0:
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playerPoints += 1
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x = screen.get_width() // 2
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y = screen.get_height() // 2
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if random.randint(0, 1) == 0:
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xbool = True
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else:
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xbool = False
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if random.randint(0, 1) == 0:
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ybool = True
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else:
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ybool = False
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elif x >= screen.get_width() - 30:
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aiPoints += 1
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x = screen.get_width() // 2
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y = screen.get_height() // 2
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if random.randint(0, 1) == 0:
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xbool = True
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else:
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xbool = False
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if random.randint(0, 1) == 0:
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ybool = True
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else:
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ybool = False
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