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import struct | |
print( 8 * struct.calcsize("P")) | |
import pygame | |
from pygame import * | |
from player import Player | |
controls=[False, False, False, False] | |
screen = pygame.display.set_mode((640, 400)) | |
running = 1 | |
player=Player("player.png", [100,150]) | |
while running: |
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gravity=0.5 | |
self.vspeed+=gravity | |
self.position[1]+=self.vspeed | |
if self.position[1]>400-64: | |
self.position[1]=400-64 | |
self.vspeed=0 |
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import pygame | |
from pygame import * | |
from player import Player | |
controls=[False, False, False, False] | |
screen = pygame.display.set_mode((640, 400)) | |
running = 1 | |
player=Player("player.png", [100,150]) | |
while running: | |
player.update() | |
events = pygame.event.get() |
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import pygame | |
from player import Player | |
screen = pygame.display.set_mode((640, 400)) | |
running = 1 | |
player=Player("player.png", (100,100)) | |
while running: | |
event = pygame.event.poll() | |
if event.type == pygame.QUIT: |
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import pygame | |
#1 | |
screen = pygame.display.set_mode((640, 400)) | |
running = 1 | |
while running: | |
#2 | |
event = pygame.event.poll() | |
#3 | |
if event.type == pygame.QUIT: | |
running = 0 |
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class Wall(Object): | |
def __init__(self, type1): | |
self.type=type1 | |
self.damage=100 |
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import pygame | |
class Player(pygame.sprite.Sprite): | |
def __init__(self, img_filename, init_position, speed=5): | |
self.speed=speed | |
self.position=init_position | |
self.image = pygame.image.load(img_filename) | |
def update(self): | |
#TODO: physics implementation | |
pass | |
def move(self, w, a, s, d): |
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