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import pygame
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class Walker:
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def __init__(self,pos,size):
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self.pos = pos
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self.size = size
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self.walk_direction = (0,0)
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def grow(self):
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self.size = self.size + 1
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def controls(self):
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keys_pressed = pygame.key.get_pressed()
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if keys_pressed[pygame.K_UP]:
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pos = (walker.pos[0], walker.pos[1] - 1)
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self.pos = pos
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self.walk_direction = (self.walk_direction[0],self.walk_direction[1]-1)
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if keys_pressed[pygame.K_DOWN]:
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pos = (walker.pos[0], walker.pos[1] + 1)
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self.pos = pos
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self.walk_direction = (self.walk_direction[0], self.walk_direction[1] - 1)
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if keys_pressed[pygame.K_LEFT]:
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pos = (walker.pos[0] - 1, walker.pos[1])
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self.pos = pos
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self.walk_direction = (self.walk_direction[0], self.walk_direction[1] - 1)
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if keys_pressed[pygame.K_RIGHT]:
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pos = (walker.pos[0] + 1, walker.pos[1])
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self.pos = pos
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self.walk_direction = (self.walk_direction[0], self.walk_direction[1] - 1)
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if keys_pressed[pygame.K_SPACE]:
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x=0
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projectiles[x] = Particle(walker.pos[0],walker.pos[1])
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projectiles[x].apply_force(self.walk_direction)
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x+=1
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def appearance(self,screen):
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pygame.draw.circle(screen, RED, self.pos, self.size)
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class Particle:
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def __init__(self,x,y):
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self.pos = (x,y)
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self.velocity = (0,0)
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self.accel = (0,0)
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self.surface = None
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def set_surface(self,surface):
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self.surface = surface
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def appear(self,screen):
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if self.surface is not None:
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pygame.draw.circle(screen, BLUE, self.pos, CIRCLE_RADIUS)
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blit_pos = (self.pos[0]-self.surface.get_width()/2, self.pos[1]-self.surface.get_height()/2)
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screen.blit(self.surface, blit_pos)
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def update(self):
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self.velocity = (self.velocity[0]+self.accel[0], self.velocity[1]+self.accel[1])
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self.pos = (self.pos[0] + self.velocity[0], self.pos[1] + self.velocity[1])
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self.accel = (0,0)
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def apply_force(self,force):
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self.accel = (self.accel[0]+force[0],self.accel[1]+force[1])
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projectiles = {}
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width = 640
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height = 600
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SIZE = (width, height)
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FRICTION = 0.3
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WHITE = (255, 255, 255)
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RED = (255, 0, 0)
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BLUE = (0, 0, 255)
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CIRCLE_RADIUS = 2
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BLACK = (0, 0, 0)
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def init_circle():
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global particle
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particle = Particle(width // 2, height // 2)
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surface = pygame.Surface((CIRCLE_RADIUS * 2, CIRCLE_RADIUS * 2))
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pygame.draw.circle(surface, RED, (CIRCLE_RADIUS, CIRCLE_RADIUS), CIRCLE_RADIUS)
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particle.set_surface(surface.convert_alpha())
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def main():
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screen = init_game()
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game_loop(screen)
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exit_game()
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def init_game():
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global clock
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global walker
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walker = Walker((300,300),10)
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clock = pygame.time.Clock()
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pygame.init()
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screen = pygame.display.set_mode(SIZE)
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init_circle()
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return screen
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def game_loop(screen):
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while True:
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if not event_handling():
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break
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if not update_game():
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break
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event_handling()
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update_game()
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draw_screen(screen)
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def event_handling():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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return False
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return True
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def update_game():
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walker.controls()
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for x in projectiles:
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projectiles[x].update()
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clock.tick(60)
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return True
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def draw_screen(screen):
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screen.fill(BLACK)
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walker.appearance(screen)
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for x in projectiles:
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projectiles[x].appear(screen)
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pygame.display.flip()
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def exit_game():
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pygame.quit()
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main()
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