feat: first playable prototype with tile art and entities
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import argparse
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import os
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import sys
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def main(argv):
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parser = argparse.ArgumentParser(prog="game")
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parser.add_argument("--screenshot")
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parser.add_argument("--frames", type=int, default=60)
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args = parser.parse_args(argv)
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if args.screenshot:
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os.environ.setdefault("SDL_VIDEODRIVER", "dummy")
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os.environ.setdefault("SDL_AUDIODRIVER", "dummy")
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from .render.app import runScreenshot
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runScreenshot(args.screenshot, args.frames)
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else:
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from .render.app import runPlay
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runPlay()
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if __name__ == "__main__":
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main(sys.argv[1:])
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import pygame
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from .constants import tileSize
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transparent = (0, 0, 0, 0)
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playerPalette = {
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"r": (216, 40, 0),
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"s": (252, 188, 140),
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"h": (100, 52, 16),
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"o": (32, 56, 236),
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"k": (0, 0, 0),
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"y": (247, 213, 29),
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}
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playerPattern = [
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"................",
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"....rrrrrr......",
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"...rrrrrrrrr....",
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"...hhhssskss....",
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"..hshsssksss....",
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"..hhhssssksss...",
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"..hhsssssssss...",
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"....sssssss.....",
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"...rrrrrrrr.....",
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"..rrrrrrrrrr....",
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".ssrroooorrss...",
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".ssrooooooorss..",
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"...ooyooyoo.....",
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"...oooooooo.....",
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"...ooo..ooo.....",
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"..hhh....hhh....",
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]
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goombaPalette = {
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"d": (60, 30, 10),
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"m": (150, 75, 30),
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"w": (255, 255, 255),
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"k": (0, 0, 0),
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"f": (20, 12, 8),
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}
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goombaPattern = [
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"................",
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".....dddddd.....",
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"...ddmmmmmmdd...",
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"..dmmmmmmmmmmd..",
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".dmmmmmmmmmmmmd.",
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".dmmwwmmmmwwmmd.",
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".dmmwkmmmmwkmmd.",
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".dmmwwmmmmwwmmd.",
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".dmmmmmmmmmmmmd.",
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".dmmmmmmmmmmmmd.",
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"..dmmmmmmmmmmd..",
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"...dmmmmmmmmd...",
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"....dddddddd....",
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"...ff....ff.....",
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"..ffff..ffff....",
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"................",
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]
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def patternSurface(pattern, palette):
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surf = pygame.Surface((tileSize, tileSize), pygame.SRCALPHA)
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for y, line in enumerate(pattern):
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for x, code in enumerate(line):
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if code == ".":
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continue
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surf.set_at((x, y), palette[code])
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return surf
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def coinSurface():
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surf = pygame.Surface((tileSize, tileSize), pygame.SRCALPHA)
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pygame.draw.ellipse(surf, (200, 160, 20), (3, 1, 10, 14))
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pygame.draw.ellipse(surf, (247, 213, 29), (4, 2, 8, 12))
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pygame.draw.rect(surf, (255, 245, 170), (6, 4, 1, 8))
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return surf
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def groundSurface():
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surf = pygame.Surface((tileSize, tileSize))
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surf.fill((198, 100, 29))
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pygame.draw.rect(surf, (222, 140, 80), (0, 0, tileSize, 4))
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pygame.draw.line(surf, (120, 60, 15), (0, tileSize - 1), (tileSize - 1, tileSize - 1))
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pygame.draw.line(surf, (120, 60, 15), (tileSize - 1, 0), (tileSize - 1, tileSize - 1))
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for spot in ((4, 8), (11, 6), (7, 12), (13, 11)):
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surf.set_at(spot, (150, 74, 18))
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return surf
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def brickSurface():
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surf = pygame.Surface((tileSize, tileSize))
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surf.fill((181, 94, 41))
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mortar = (74, 38, 18)
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pygame.draw.line(surf, mortar, (0, 0), (tileSize - 1, 0))
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pygame.draw.line(surf, mortar, (0, 8), (tileSize - 1, 8))
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pygame.draw.line(surf, mortar, (8, 1), (8, 7))
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pygame.draw.line(surf, mortar, (0, 9), (0, tileSize - 1))
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pygame.draw.line(surf, mortar, (15, 9), (15, tileSize - 1))
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return surf
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def platformSurface():
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surf = pygame.Surface((tileSize, tileSize))
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surf.fill((217, 164, 65))
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pygame.draw.rect(surf, (150, 100, 30), (0, 0, tileSize, tileSize), 1)
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pygame.draw.rect(surf, (247, 213, 29), (2, 2, tileSize - 4, 3))
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for spot in ((2, 2), (13, 2), (2, 13), (13, 13)):
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surf.set_at(spot, (90, 58, 18))
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return surf
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def pipeSurface(top, leftSide):
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surf = pygame.Surface((tileSize, tileSize))
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surf.fill((0, 168, 0))
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if leftSide:
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pygame.draw.rect(surf, (128, 232, 128), (2, 0, 3, tileSize))
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pygame.draw.line(surf, (0, 96, 0), (0, 0), (0, tileSize - 1))
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else:
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pygame.draw.rect(surf, (72, 200, 72), (8, 0, 3, tileSize))
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pygame.draw.rect(surf, (0, 96, 0), (13, 0, 3, tileSize))
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if top:
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pygame.draw.rect(surf, (0, 200, 0), (0, 0, tileSize, 6))
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pygame.draw.rect(surf, (0, 96, 0), (0, 0, tileSize, 6), 1)
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if leftSide:
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pygame.draw.rect(surf, (160, 255, 160), (2, 1, 3, 4))
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return surf
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def buildSprites():
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return {
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"player": patternSurface(playerPattern, playerPalette),
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"goomba": patternSurface(goombaPattern, goombaPalette),
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"coin": coinSurface(),
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"ground": groundSurface(),
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"brick": brickSurface(),
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"platform": platformSurface(),
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"pipeTL": pipeSurface(True, True),
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"pipeTR": pipeSurface(True, False),
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"pipeBL": pipeSurface(False, True),
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"pipeBR": pipeSurface(False, False),
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}
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import pygame
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from .constants import (
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tileSize,
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gravity,
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maxFallSpeed,
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moveAccel,
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moveSpeed,
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friction,
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jumpVelocity,
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enemySpeed,
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)
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class Entity:
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def __init__(self, x, y, width, height):
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self.x = float(x)
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self.y = float(y)
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self.vx = 0.0
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self.vy = 0.0
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self.width = width
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self.height = height
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self.onGround = False
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def rect(self):
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return pygame.Rect(int(self.x), int(self.y), self.width, self.height)
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def moveAndCollideX(self, world):
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self.x += self.vx
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box = self.rect()
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for tile in world.solidCellsOverlapping(box):
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if box.colliderect(tile):
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if self.vx > 0:
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self.x = tile.left - self.width
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elif self.vx < 0:
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self.x = tile.right
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self.vx = 0.0
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box = self.rect()
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def moveAndCollideY(self, world):
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self.y += self.vy
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self.onGround = False
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box = self.rect()
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for tile in world.solidCellsOverlapping(box):
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if box.colliderect(tile):
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if self.vy > 0:
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self.y = tile.top - self.height
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self.onGround = True
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elif self.vy < 0:
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self.y = tile.bottom
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self.vy = 0.0
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box = self.rect()
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if not self.onGround and self.vy >= 0:
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footSensor = pygame.Rect(int(self.x), int(self.y) + self.height, self.width, 1)
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for tile in world.solidCellsOverlapping(footSensor):
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if footSensor.colliderect(tile):
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self.y = tile.top - self.height
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self.vy = 0.0
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self.onGround = True
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break
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class Player(Entity):
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def __init__(self, x, y):
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super().__init__(x, y, 12, 16)
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self.facing = 1
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self.alive = True
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def update(self, world, moveInput):
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if moveInput.left:
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self.vx -= moveAccel
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self.facing = -1
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if moveInput.right:
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self.vx += moveAccel
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self.facing = 1
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if not moveInput.left and not moveInput.right:
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self.vx *= friction
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if abs(self.vx) < 0.1:
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self.vx = 0.0
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if self.vx > moveSpeed:
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self.vx = moveSpeed
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if self.vx < -moveSpeed:
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self.vx = -moveSpeed
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if moveInput.jump and self.onGround:
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self.vy = jumpVelocity
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self.vy += gravity
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if self.vy > maxFallSpeed:
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self.vy = maxFallSpeed
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self.moveAndCollideX(world)
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self.moveAndCollideY(world)
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class Enemy(Entity):
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def __init__(self, x, y):
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super().__init__(x, y, 16, 16)
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self.direction = -1
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self.alive = True
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def update(self, world):
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self.vx = enemySpeed * self.direction
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self.moveAndCollideX(world)
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if self.vx == 0.0:
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self.direction *= -1
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self.vy += gravity
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if self.vy > maxFallSpeed:
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self.vy = maxFallSpeed
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self.moveAndCollideY(world)
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if self.onGround:
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aheadX = self.x + (self.width if self.direction > 0 else -1)
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aheadCol = int(aheadX) // tileSize
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belowRow = int(self.y + self.height + 1) // tileSize
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if not world.solidAt(aheadCol, belowRow):
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self.direction *= -1
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class Coin:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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self.collected = False
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def rect(self):
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return pygame.Rect(self.x, self.y, tileSize, tileSize)
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