Python-project/mygame.py

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# import all files
from config import *
from sprites import *
from colours import *
import events
# import modules
import os, sys
import pygame
from pygame.locals import *
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# JEChANE
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# initialization
pygame.init()
pygame.mixer.init()
screen=pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption(WIN_NAME)
clock=pygame.time.Clock()
# initialize two players
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events.players.append(Player('asd', 400, 100, 10))
events.players.append(Player('qwe', 400, 500, 10))
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events.p1_group.add(events.players[0])
events.p2_group.add(events.players[1])
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all_sprites.add(events.players)
events.running=True
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# debug text
font=pygame.font.SysFont("Arial", 12)
def draw_debug_text():
texts=[
font.render("P1 facing: " + str(events.players[0].facing), True, (100,100,100)),
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font.render("P2 facing: " + str(events.players[1].facing), True, (100,100,100)),
font.render("P1 bullets: " + str(len(events.p1_bullet)), True, (100,100,100)),
font.render("P2 bullets: " + str(len(events.p2_bullet)), True, (100,100,100))
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]
count=0
for text in texts:
screen.blit(text, (0,count*12))
count+=1
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# set hitbox objects as screen boundaries ### DEBUG ###
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boundary=pygame.sprite.Group()
boundary.add=Hitbox(int(WINDOW_WIDTH/2), 0, WINDOW_WIDTH, 10)
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# game loop
while events.running:
clock.tick(FPS)
# events
pygame.event.pump()
events.event_handler()
# update
all_sprites.update()
screen.fill(BLACK)
# draw
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draw_debug_text()
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all_sprites.draw(screen)
pygame.display.flip()
pygame.quit()
sys.exit()