314 lines
12 KiB
Python
314 lines
12 KiB
Python
import pygame # ty: ignore[unresolved-import]
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import sys
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import random
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import math
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import os
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from scripts.entities import Enemy, Player
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from scripts.utils import load_image
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from scripts.utils import load_images
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from scripts.tilemap import Tilemap
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from scripts.clouds import Clouds
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from scripts.animation import Animation
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from scripts.particle import Particle
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from scripts.spark import Spark
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SCREEN_WIDTH = 640
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SCREEN_HEIGHT = 480
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class Game:
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def __init__(self):
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pygame.init()
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pygame.display.set_caption("Jump and run spiel")
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self.screen: pygame.Surface = pygame.display.set_mode(
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(SCREEN_WIDTH, SCREEN_HEIGHT)
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)
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self.display: pygame.Surface = pygame.Surface(
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(self.screen.get_width() // 2, self.screen.get_height() // 2)
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)
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self.clock: pygame.time.Clock = pygame.time.Clock()
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self.running: bool = True
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self.collision_area: pygame.Rect = pygame.Rect(50, 50, 300, 50)
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self.movement: list[bool] = [False, False]
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self.assets: dict = {
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# Andere Dinge
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"background": load_image(path="background.png"),
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"decor": load_images(path="tiles/decor"),
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"grass": load_images(path="tiles/grass"),
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"large_decor": load_images(path="tiles/large_decor"),
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"stone": load_images(path="tiles/stone"),
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"clouds": load_images(path="clouds"),
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# Spieler
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"player/idle": Animation(
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load_images(path="entities/player/idle"), image_duration=6
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),
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"player/run": Animation(
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load_images(path="entities/player/run"), image_duration=4
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),
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"player/jump": Animation(load_images(path="entities/player/jump")),
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"player/slide": Animation(load_images(path="entities/player/slide")),
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"player/wall_slide": Animation(
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load_images(path="entities/player/wall_slide")
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),
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"enemy/idle": Animation(
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load_images(path="entities/enemy/idle"), image_duration=6
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),
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"enemy/run": Animation(
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load_images(path="entities/enemy/run"), image_duration=4
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),
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"particles/leaf": Animation(
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load_images(path="particles/leaf"), image_duration=20, loop=False
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),
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"particles/boost": Animation(
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load_images(path="particles/boost"), image_duration=20, loop=False
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),
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"particles/particle": Animation(
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load_images(path="particles/particle"), image_duration=6, loop=False
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),
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"gun": load_image(path="gun.png"),
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"projectile": load_image(path="projectile.png"),
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}
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self.player: Player = Player(game=self, pos=(50, 50), size=(8, 15))
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self.tilemap: Tilemap = Tilemap(game=self, tile_size=16)
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self.level: int = 0
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self.load_level(map_id=self.level)
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self.screenshake = 0
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self.clouds: Clouds = Clouds(cloud_images=self.assets["clouds"], count=16)
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self.isJumping: bool = False
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# self.boost: bool = False
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def load_level(self, map_id: str | int):
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try:
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self.tilemap.load(path="data/maps/" + str(object=map_id) + ".json")
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except FileNotFoundError:
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pass
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self.leaf_spawners: list[pygame.Rect] = []
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self.enemies: list[Enemy] = []
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for tree in self.tilemap.extract(id_pairs=[("large_decor", 2)], keep=True):
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self.leaf_spawners.append(
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pygame.Rect(4 + tree["pos"][0], 4 + tree["pos"][1], 23, 13)
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)
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for spawner in self.tilemap.extract(id_pairs=[("spawners", 0), ("spawners", 1)]):
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if spawner["variant"] == 0:
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self.player.pos = spawner["pos"]
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self.player.air_time = 0
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else:
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self.enemies.append(Enemy(game=self, pos=spawner["pos"], size=(8, 15)))
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self.particles: list[Particle] = []
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self.projectiles: list = []
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self.sparks: list[Spark] = []
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self.dead: int = 0
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self.scroll: list[float] = [0, 0]
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self.transition: int = -30
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def run(self) -> None:
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while self.running:
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self.display.blit(self.assets["background"], (0, 0))
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if self.dead:
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self.dead += 1
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self.screenshake = max(16, self.screenshake)
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if self.dead > 40:
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self.load_level(map_id=self.level)
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self.screenshake = max(0, self.screenshake - 1)
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if not len(self.enemies):
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self.transition += 1
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if self.transition > 30:
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self.level = min(self.level + 1, len(os.listdir("data/maps")) - 1)
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self.load_level(self.level)
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if self.transition < 0:
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self.transition += 1
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self.scroll[0] += (
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self.player.rect().centerx
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- self.display.get_width() / 2
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- self.scroll[0]
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) / 30
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self.scroll[1] += (
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self.player.rect().centery
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- self.display.get_height() / 2
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- self.scroll[1]
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) / 30
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render_scroll: tuple[int, int] = (int(self.scroll[0]), int(self.scroll[1]))
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for rect in self.leaf_spawners:
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if random.random() * 49999 < rect.width * rect.height:
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pos: tuple = (
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rect.x + random.random() * rect.width,
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rect.y + random.random() * rect.height,
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)
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self.particles.append(
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Particle(
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self,
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"leaf",
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pos,
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velocity=[-0.1, 0.3],
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frame=random.randint(a=0, b=20),
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)
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)
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self.clouds.update()
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self.clouds.render(surface=self.display, offset=render_scroll)
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self.tilemap.render(surface=self.display, offset=render_scroll)
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for enemy in self.enemies.copy():
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kill = enemy.update(self.tilemap, movement=(0, 0))
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enemy.render(surface=self.display, offset=render_scroll)
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if kill:
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self.enemies.remove(enemy)
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if not self.dead:
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self.player.update(
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self.tilemap, movement=(self.movement[1] - self.movement[0], 0)
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)
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self.player.render(surface=self.display, offset=render_scroll)
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# [[x, y], direction, timer]
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for projectile in self.projectiles.copy():
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projectile[0][0] += projectile[1]
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projectile[2] += 1
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img = self.assets["projectile"]
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self.display.blit(
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img,
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(
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projectile[0][0] - img.get_width() / 2 - render_scroll[0],
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projectile[0][1] - img.get_height() / 2 - render_scroll[1],
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),
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)
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if self.tilemap.solid_check(pos=projectile[0]):
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self.projectiles.remove(projectile)
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for _ in range(4):
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self.sparks.append(
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Spark(
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projectile[0],
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random.random()
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- 0.5
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+ (math.pi if projectile[1] > 0 else 0),
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2 + random.random(),
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)
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)
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elif projectile[2] > 360:
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self.projectiles.remove(projectile)
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elif abs(self.player.dashing) < 50:
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if self.player.rect().collidepoint(projectile[0]):
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self.projectiles.remove(projectile)
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self.dead += 1
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for _ in range(30):
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angle = random.random() * math.pi * 2
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speed = random.random() * 5
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self.sparks.append(
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Spark(
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self.player.rect().center,
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angle,
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2 + random.random(),
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)
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)
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self.particles.append(
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Particle(
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self,
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"particle",
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self.player.rect().center,
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velocity=[
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math.cos(angle + math.pi) * speed * 0.5,
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math.sin(angle + math.pi) * speed * 0.5,
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],
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frame=random.randint(0, 7),
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)
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)
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for spark in self.sparks.copy():
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kill = spark.update()
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spark.render(self.display, offset=render_scroll)
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if kill:
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self.sparks.remove(spark)
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# self.player.boost(self.boost)
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# print(int(self.player.pos[0]))
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# print(int(self.player.pos[1]))
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# print(self.tilemap.tiles_around(self.player.pos))
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for particle in self.particles.copy():
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kill: bool = particle.update()
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particle.render(self.display, offset=render_scroll)
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if particle.type == "leaf":
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particle.pos[0] += math.sin(particle.animation.frame * 0.035) * 0.3
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if kill:
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self.particles.remove(particle)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.running = False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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self.running = False
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if event.key == pygame.K_a:
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self.movement[0] = True
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if event.key == pygame.K_d:
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self.movement[1] = True
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if (
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event.key == pygame.K_SPACE or event.key == pygame.K_w
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): # and not self.isJumping
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self.player.jump()
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if event.key == pygame.K_m:
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# self.boost = True
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self.player.boost()
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if (
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event.key == pygame.K_x
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or event.key == pygame.K_LSHIFT
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or event.key == pygame.K_RSHIFT
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):
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self.player.dash()
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if event.type == pygame.KEYUP:
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if event.key == pygame.K_a:
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self.movement[0] = False
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if event.key == pygame.K_d:
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self.movement[1] = False
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if event.key == pygame.K_m:
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self.boost = False
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if self.transition:
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transition_surface = pygame.Surface(self.display.get_size())
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pygame.draw.circle(
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transition_surface,
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(255, 255, 255),
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(self.display.get_width() // 2, self.display.get_height() // 2),
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(30 - abs(self.transition)) * 8,
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)
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transition_surface.set_colorkey((255, 255, 255))
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self.display.blit(transition_surface, (0, 0))
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screenshake_offset = (
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random.random() * self.screenshake - self.screenshake / 2,
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random.random() * self.screenshake - self.screenshake / 2,
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)
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self.screen.blit(pygame.transform.scale(self.display, self.screen.get_size()), screenshake_offset)
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pygame.display.update()
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self.clock.tick(60)
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pygame.quit()
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sys.exit()
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game = Game()
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game.run()
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