Add chairs and wall graphics
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399062786d
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35
main.py
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35
main.py
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import sys
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from src.graphics import *
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from src.waiter import *
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if __name__ == "__main__":
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# SETUP
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pygame.init()
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clock = pygame.time.Clock()
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fps = 40
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graphics = Graphics()
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waiter = Waiter(graphics)
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# init functions
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graphics.drawBackground(waiter.matrix)
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graphics.update(waiter.X, waiter.Y)
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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break
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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pygame.quit()
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sys.exit()
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break
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graphics.clear(waiter.X, waiter.Y)
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waiter.update(event, graphics)
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graphics.update(waiter.X, waiter.Y)
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pygame.display.flip()
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clock.tick(fps)
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BIN
resources/images/chair-back.png
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resources/images/chair-back.png
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After Width: | Height: | Size: 3.1 KiB |
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resources/images/chair-front.png
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resources/images/chair-front.png
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After Width: | Height: | Size: 3.5 KiB |
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resources/images/chair-left.png
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resources/images/chair-left.png
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After Width: | Height: | Size: 2.8 KiB |
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resources/images/chair-right.png
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resources/images/chair-right.png
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After Width: | Height: | Size: 2.8 KiB |
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resources/images/wall.png
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resources/images/wall.png
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After Width: | Height: | Size: 4.8 KiB |
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resources/simulations/simulation_1.txt
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resources/simulations/simulation_1.txt
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______________
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______________
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__PW_____PW___
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_USWP___USWP__
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__OWS____OWSI_
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__PWO____PWO__
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_USW____USW___
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__OWP____OWP__
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__PWS____PWSI_
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_USWO___USWO__
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__OW_____OW___
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______________
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______________
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BBBBB_________
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FFFFB_________
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8
resources/simulations/simulation_2.txt
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8
resources/simulations/simulation_2.txt
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X___TXFX
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T_X_X__X
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X_X_X_XX
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T_X____T
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X_X_XX_X
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X_X____T
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T_X_XXXX
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XXX____W
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2
resources/simulations/simulation_3.txt
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2
resources/simulations/simulation_3.txt
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__X
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___
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src/__pycache__/graphics.cpython-37.pyc
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src/__pycache__/graphics.cpython-37.pyc
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src/__pycache__/matrix.cpython-37.pyc
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src/__pycache__/matrix.cpython-37.pyc
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src/__pycache__/waiter.cpython-37.pyc
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src/__pycache__/waiter.cpython-37.pyc
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36
src/graphics.py
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36
src/graphics.py
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import pygame
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class Graphics:
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def __init__(self):
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self.image = {
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'floor': pygame.image.load('../resources/images/floor.jpg'),
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'wall': pygame.image.load('../resources/images/wall.png'), #
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'bar': pygame.image.load('../resources/images/table3.png'), #
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'bar_floor': pygame.image.load('../resources/images/waiter.png'), #
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'table': pygame.image.load('../resources/images/table3.png'),
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'waiter': pygame.image.load('../resources/images/waiter.png'),
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'chair_front': pygame.image.load('../resources/images/chair-front.png'), #
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'chair_back': pygame.image.load('../resources/images/chair-back.png'), #
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'chair_left': pygame.image.load('../resources/images/chair-left.png'), #
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'chair_right': pygame.image.load('../resources/images/chair-right.png') #
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}
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self.block_size = 50
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self.height = 15
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self.width: int = 14
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self.screen = pygame.display.set_mode((self.block_size * self.width, self.block_size * self.height))
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def drawBackground(self, matrix):
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for y in range(self.height):
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for x in range(self.width):
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self.screen.blit(self.image['floor'], (x * self.block_size, y * self.block_size))
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for y in range(self.height):
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for x in range(self.width):
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self.screen.blit(self.image[matrix.get_type(x, y)], (x * self.block_size, y * self.block_size))
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def clear(self, x, y):
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self.screen.blit(self.image['floor'], (x * self.block_size, y * self.block_size))
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def update(self, x, y):
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self.screen.blit(self.image['waiter'], (x * self.block_size, y * self.block_size))
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45
src/matrix.py
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src/matrix.py
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from src.tile import Tile
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class Matrix:
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def __init__(self, graphics):
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self.matrix = []
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self.set_default_matrix(graphics)
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self.set_default_restaurant(graphics)
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def set_default_matrix(self, graphics):
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for x in range(graphics.width):
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self.matrix.append([0] * graphics.height)
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for x in range(graphics.width):
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for y in range(graphics.height):
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self.matrix[x][y] = Tile(type_='floor')
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def set_default_restaurant(self, graphics):
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lines = [line.rstrip('\n') for line in open('../resources/simulations/simulation_1.txt')]
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symbols = {
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'_': 'floor',
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'W': 'wall',
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'S': 'table',
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'B': 'bar',
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'F': 'bar_floor',
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'P': 'chair_front',
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'O': 'chair_back',
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'I': 'chair_left',
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'U': 'chair_right',
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'X': 'waiter'
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}
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for x in range(graphics.width):
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for y in range(graphics.height):
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sign = lines[y][x]
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self.matrix[x][y] = Tile(symbols[sign])
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def get_type(self, x, y):
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return self.matrix[x][y].type
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def walk_through(self, x, y):
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return self.matrix[x][y].walk_through
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def watch_through(self, x, y):
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return self.matrix[x][y].watch_through
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18
src/tile.py
18
src/tile.py
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# TILE
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class Tile:
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def __init__(self, type_, watch_through):
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self.watch_through = watch_through
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self.walk_through = 1
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self.action_required = 0
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def __init__(self, type_):
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self.type = type_
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if self.type == 'wall':
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self.watch_through = 0
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self.walk_through = 0
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elif self.type == 'table' or self.type == 'bar' or self.type == 'chair':
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self.watch_through = 1
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self.walk_through = 0
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else:
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self.walk_through = 1
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self.watch_through = 1
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self.action_required = 0
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32
src/waiter.py
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src/waiter.py
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import pygame
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from src.matrix import Matrix
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# WAITER
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class Waiter(pygame.sprite.Sprite):
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def __init__(self, graphics):
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pygame.sprite.Sprite.__init__(self)
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self.X = 0
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self.Y = 0
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self.frame = 0
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self.matrix = Matrix(graphics=graphics)
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# Borders
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def move(self, x, y, graphics):
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if 0 <= self.X + x <= graphics.width - 1 and 0 <= self.Y + y <= graphics.height - 1:
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if self.matrix.walk_through(self.X + x, self.Y + y) == 1:
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self.X += x
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self.Y += y
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def update(self, event, graphics):
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT:
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self.move(-1, 0, graphics)
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if event.key == pygame.K_RIGHT:
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self.move(1, 0, graphics)
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if event.key == pygame.K_UP:
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self.move(0, -1, graphics)
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if event.key == pygame.K_DOWN:
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self.move(0, 1, graphics)
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print(self.X, self.Y)
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