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| import sys, os, time, random, pygame, math, socket | |
| from pygame.locals import * | |
| from load_image import load_image | |
| pygame.init() | |
| # This is to replace the gmk "all" and also to update everything. | |
| global globalGameObjectList | |
| globalGameObjectList = [] |
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| import os | |
| import glob | |
| import pygame | |
| from load_image import load_image | |
| from pygame.locals import * | |
| # This is used later to check all the surrounding pixels of one. | |
| global edgeList |
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| import os | |
| import glob | |
| import pygame | |
| from load_image import load_image | |
| from pygame.locals import * | |
| # This is used later to check all the surrounding pixels of one. | |
| global edgeList |
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| import sys, os, time, random, pygame, math, socket | |
| from pygame.locals import * | |
| from load_image import load_image | |
| import functions | |
| from collision import characterCheckCollision, characterHitObstacle | |
| from importMapRects import importMapRects | |
| pygame.init() | |
| # This is to replace the gmk "all" and also to update everything. |
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| import pygame | |
| def importMapRects(): | |
| rectList = [] | |
| text = open('Maps/Test_wm', 'r') | |
| linesList = text.readlines() |
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| import functions | |
| import pygame | |
| def characterCheckCollision(character, wallmask): | |
| # Check if a the Character has hit the wall: | |
| hasCollided = False | |
| for index in range(len(wallmask)): |
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| def characterHitObstacle(character, wallmask): | |
| newX = character.x | |
| newY = character.y | |
| oldX = character.x-character.hspeed | |
| oldY = character.y-character.vspeed |
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| def characterHitObstacle(character, wallmask): | |
| # THIS IS THE NEW VERSION; STILL WITH x/y | |
| newX = character.x | |
| newY = character.y | |
| hspeed = character.hspeed |
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| from __future__ import division, print_function | |
| import pygame, math | |
| from pygame.locals import * | |
| import random | |
| import function | |
| import character | |
| class Rocket(entity.Entity): |
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