Cleaned up the code
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parent
3cea434bc4
commit
f6910f2528
210
main.py
210
main.py
@ -1,30 +1,109 @@
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import pygame, random, sys, time
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import pygame, random, sys, time
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# global variables
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# global variables
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windowWidth = 800
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WIDTH = 800
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windowHeight = 800
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HEIGHT = 800
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fps = 60
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FPS = 60
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textColor = (255,255,255)
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TEXT_COLOR = (255,255,255)
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# initialize pygame and create a window
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# initialize pygame and create a window
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pygame.init()
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pygame.init()
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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window = pygame.display.set_mode((windowWidth, windowHeight))
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window = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption("Pygame Dodger")
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pygame.display.set_caption("Pygame Dodger")
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pygame.mouse.set_visible(False)
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pygame.mouse.set_visible(False)
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class Game:
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def __init__(self):
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self.timer = 0
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self.run = True
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self.lost = False
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def play(self, keys, baddies, baddies_spawn_rate, player):
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if self.timer % baddies_spawn_rate == 0:
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baddies.append(enemy())
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for baddie in baddies:
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baddie.move()
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if player.hitbox.colliderect(baddie.hitbox):
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self.lost = True
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if baddie.y + baddie.height + 10 > HEIGHT:
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baddies.pop(baddies.index(baddie))
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player.move(keys)
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self.timer += 1
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self.draw(baddies, player)
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def draw(self, baddies, player):
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window.fill((0,0,0))
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for baddie in baddies:
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baddie.draw(window)
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player.draw(window)
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pygame.display.update()
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# player class
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class Player:
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def __init__(self, x, y, width, height):
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self.x = x
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self.y = y
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self.width = width
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self.height = height
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self.is_alive = True
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self.move_speed = 5
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self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height)
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def draw(self, window):
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pygame.draw.rect(window, (0,255,0), (self.x, self.y, self.width, self.height))
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def move(self, keys):
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self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height)
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if keys[pygame.K_RIGHT] and self.x < WIDTH - self.width - 50:
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self.x += self.move_speed
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if keys[pygame.K_LEFT] and self.x > 0 + 50:
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self.x -= self.move_speed
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if keys[pygame.K_UP] and self.y > 0 + WIDTH / 2:
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self.y -= self.move_speed
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if keys[pygame.K_DOWN] and self.y < HEIGHT - self.height - 50:
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self.y += self.move_speed
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# enemy class
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class enemy:
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def __init__(self):
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self.start_line = 100
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self.end_line = 700
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self.min_size = 10
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self.max_size = 40
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self.min_speed = 1
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self.max_speed = 8
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self.y = 10
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self.x = random.randint(self.start_line, self.end_line)
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self.width = self.height = random.randint(self.min_size, self.max_size)
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self.vel = random.randint(self.min_speed, self.max_speed)
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self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height)
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def draw(self, window):
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pygame.draw.rect(window, (255,0,0), (self.x, self.y, self.width, self.height))
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def move(self):
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self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height)
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self.y += self.vel
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# create a quit function
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# create a quit function
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def terminate():
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def terminate():
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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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def drawText(text, font, window, x,y):
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def draw_text(text, font, window, x,y):
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textObj = font.render(text, 1, textColor)
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textObj = font.render(text, 1, TEXT_COLOR)
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textRect = textObj.get_rect()
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textRect = textObj.get_rect()
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textRect.topleft = (x - textObj.get_width() // 2,y - textObj.get_height() // 2)
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textRect.topleft = (x - textObj.get_width() // 2, y - textObj.get_height() // 2)
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window.blit(textObj, textRect)
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window.blit(textObj, textRect)
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def waitForKeyPress():
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def wait_for_key_press():
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while True:
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while True:
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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@ -35,128 +114,49 @@ def waitForKeyPress():
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dodger.retry = True
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dodger.retry = True
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return
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return
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def resetGame(player, baddies, gameLogic):
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def reset_game(player, baddies, game_logic):
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player.x = 100
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player.x = 100
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player.y = 700
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player.y = 700
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baddies.clear()
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baddies.clear()
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gameLogic.timer = 0
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game_logic.timer = 0
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def askForRetry(keys, gameLogic):
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def ask_for_retry(keys, game_logic):
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window.fill((0,0,0))
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window.fill((0,0,0))
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drawText("Wanna try again? y/n", font, window, windowHeight / 2, windowWidth / 2)
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draw_text("Wanna try again? y/n", font, window, HEIGHT / 2, WIDTH / 2)
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pygame.display.update()
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pygame.display.update()
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if keys[pygame.K_y]:
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if keys[pygame.K_y]:
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gameLogic.lost = False
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game_logic.lost = False
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if keys[pygame.K_n]:
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if keys[pygame.K_n]:
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gameLogic.run = False
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game_logic.run = False
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class game(object):
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man = Player(100, 700, 30, 30)
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def __init__(self):
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self.timer = 0
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self.run = True
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self.lost = False
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pass
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def play(self, keys, baddies, baddiesSpawnRate, player):
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if self.timer % baddiesSpawnRate == 0:
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baddies.append(enemy())
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for baddie in baddies:
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baddie.move()
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if player.hitbox.colliderect(baddie.hitbox):
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self.lost = True
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if baddie.y + baddie.height + 10 > windowHeight:
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baddies.pop(baddies.index(baddie))
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player.move(keys)
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self.timer += 1
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self.draw(baddies, player)
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def draw(self, baddies, player):
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window.fill((0,0,0))
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for baddie in baddies:
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baddie.draw(window)
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player.draw(window)
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pygame.display.update()
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# enemy class
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class enemy(object):
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def __init__(self):
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self.startLine = 100
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self.endLine = 700
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self.minSize = 10
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self.maxSize = 40
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self.minSpeed = 1
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self.maxSpeed = 8
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self.y = 10
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self.x = random.randint(self.startLine, self.endLine)
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self.width = self.height = random.randint(self.minSize, self.maxSize)
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self.vel = random.randint(self.minSpeed, self.maxSpeed)
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self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height)
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def draw(self, window):
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pygame.draw.rect(window, (255,0,0), (self.x, self.y, self.width, self.height))
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def move(self):
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self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height)
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self.y += self.vel
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# player class
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class player(object):
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def __init__(self, x, y, width, height):
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self.x = x
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self.y = y
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self.width = width
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self.height = height
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self.isAlive = True
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self.moveSpeed = 5
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self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height)
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def draw(self, window):
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pygame.draw.rect(window, (0,255,0), (self.x, self.y, self.width, self.height))
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def move(self, keys):
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self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height)
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if keys[pygame.K_RIGHT] and self.x < windowWidth - self.width - 50:
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self.x += self.moveSpeed
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if keys[pygame.K_LEFT] and self.x > 0 + 50:
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self.x -= self.moveSpeed
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if keys[pygame.K_UP] and self.y > 0 + windowWidth / 2:
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self.y -= self.moveSpeed
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if keys[pygame.K_DOWN] and self.y < windowHeight - self.height - 50:
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self.y += self.moveSpeed
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man = player(100, 700, 30, 30)
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baddies = []
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baddies = []
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baddieSpawnRate = 40
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BADDIE_SPAWN_RATE = 40
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font = pygame.font.SysFont(None, 48)
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font = pygame.font.SysFont(None, 48)
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dodger = game()
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dodger = Game()
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drawText('Dodger', font, window, (windowWidth / 2), (windowHeight / 2 - 30))
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draw_text('Dodger', font, window, (WIDTH / 2), (HEIGHT / 2 - 30))
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drawText('Press a key to start.', font, window, (windowWidth / 2), (windowHeight / 2 + 30))
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draw_text('Press a key to start.', font, window, (WIDTH / 2), (HEIGHT / 2 + 30))
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pygame.display.update()
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pygame.display.update()
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waitForKeyPress()
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wait_for_key_press()
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# main loop
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# main loop
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while dodger.run:
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while dodger.run:
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clock.tick(fps)
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clock.tick(FPS)
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keys = pygame.key.get_pressed()
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keys = pygame.key.get_pressed()
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if dodger.lost:
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if dodger.lost:
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if dodger.timer > 0:
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if dodger.timer > 0:
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resetGame(man, baddies, dodger)
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reset_game(man, baddies, dodger)
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askForRetry(keys, dodger)
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ask_for_retry(keys, dodger)
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else :
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else :
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dodger.play(keys, baddies, baddieSpawnRate, man)
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dodger.play(keys, baddies, BADDIE_SPAWN_RATE, man)
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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terminate()
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terminate()
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@ -165,7 +165,7 @@ while dodger.run:
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dodger.run = False
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dodger.run = False
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window.fill((0,0,0))
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window.fill((0,0,0))
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drawText('Goodbye', font, window, (windowWidth / 2 ), (windowHeight / 2))
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draw_text('Goodbye', font, window, (WIDTH / 2 ), (HEIGHT / 2))
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pygame.display.update()
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pygame.display.update()
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time.sleep(1)
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time.sleep(1)
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terminate()
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terminate()
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