Initial Commit
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__pycache__/colours.cpython-37.pyc
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__pycache__/colours.cpython-37.pyc
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__pycache__/config.cpython-37.pyc
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__pycache__/config.cpython-37.pyc
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__pycache__/events.cpython-37.pyc
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__pycache__/events.cpython-37.pyc
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__pycache__/mygame.cpython-37.pyc
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__pycache__/mygame.cpython-37.pyc
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__pycache__/sprites.cpython-37.pyc
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colours.py
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colours.py
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# colours variables
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WHITE=(245, 245, 245)
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BLACK=(10, 10, 10)
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RED=(245, 0, 0)
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BLUE=(0, 0, 245)
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config.py
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config.py
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# Config variables
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import pygame
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from pygame.locals import *
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# Runtime settings
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WINDOW_WIDTH = 1280
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WINDOW_HEIGHT = 720
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FPS = 30
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WIN_NAME = "Kostschevsky's shooter"
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# Controls
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# player 1
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P1_UP=pygame.K_w
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P1_DOWN=pygame.K_s
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P1_RIGHT=pygame.K_d
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P1_LEFT=pygame.K_a
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P1_SHOOT=pygame.K_z
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# player 2
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P2_UP=pygame.K_UP
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P2_DOWN=pygame.K_DOWN
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P2_RIGHT=pygame.K_RIGHT
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P2_LEFT=pygame.K_LEFT
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P2_SHOOT=pygame.K_RCTRL
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data/graphics/a.txt
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data/graphics/a.txt
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data/graphics/asd.png
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data/graphics/asd.png
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data/graphics/qwe.png
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data/graphics/qwe.png
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events.py
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events.py
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import os, sys
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import pygame
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from pygame.locals import *
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from sprites import *
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running=True
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players=[]
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def events():
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global running
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running=False
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def collision_check(p):
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# collision between players
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if players[0].rect.colliderect(players[1].rect):
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if p==1:
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players[0].colliding=True
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direction=players[1].facing
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players[0].facing=(direction+2)%4
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return True
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elif p==0:
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players[1].colliding=True
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direction=players[0].facing
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players[1].facing=(direction+2)%4
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return True
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else:
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players[0].colliding=True
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players[1].colliding=True
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else:
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return False
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def player1_input(keys):
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if not (keys[P1_UP] or keys[P1_DOWN] or keys[P1_RIGHT] or keys[P1_LEFT]):
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players[0].stopmoving()
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elif not collision_check(0):
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if keys[P1_RIGHT]:
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players[0].moveright()
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if keys[P1_LEFT]:
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players[0].moveleft()
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if keys[P1_UP]:
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players[0].moveup()
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if keys[P1_DOWN]:
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players[0].movedown()
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def player2_input(keys):
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if not (keys[P2_UP] or keys[P2_DOWN] or keys[P2_RIGHT] or keys[P2_LEFT]):
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players[1].stopmoving()
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elif not collision_check(1):
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if keys[P2_RIGHT]:
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players[1].moveright()
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if keys[P2_LEFT]:
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players[1].moveleft()
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if keys[P2_UP]:
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players[1].moveup()
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if keys[P2_DOWN]:
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players[1].movedown()
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def event_handler():
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events()
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keys=pygame.key.get_pressed()
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collision_check(-1)
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player1_input(keys)
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player2_input(keys)
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mygame.py
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mygame.py
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# import all files
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from config import *
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from sprites import *
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from colours import *
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import events
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# import modules
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import os, sys
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import pygame
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from pygame.locals import *
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# initialization
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pygame.init()
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pygame.mixer.init()
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screen=pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
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pygame.display.set_caption(WIN_NAME)
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clock=pygame.time.Clock()
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# initialize two players
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events.players.append(Player('asd', 50, 50, 5))
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events.players.append(Player('qwe', 100, 100, 5))
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all_sprites.add(events.players)
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events.running=True
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# game loop
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while events.running:
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clock.tick(FPS)
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# events
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pygame.event.pump()
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events.event_handler()
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# update
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all_sprites.update()
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screen.fill(BLACK)
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# draw
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all_sprites.draw(screen)
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pygame.display.flip()
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pygame.quit()
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sys.exit()
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sprites.py
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sprites.py
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# import all files
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from config import *
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import events
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# import modules
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import os, sys
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import pygame
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from pygame.locals import *
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# resource handler
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def load_img(name):
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img_path=os.path.join('data/graphics', name)
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image=pygame.image.load(img_path).convert()
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colorkey=image.get_at((0,0))
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image.set_colorkey(colorkey, RLEACCEL)
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return image, image.get_rect()
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def load_sound(name):
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sound_path=os.path.join('data\\sounds')
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sound=pygame.mixer.Sound(sound_path)
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return sound
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# sprite groups
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all_sprites=pygame.sprite.Group()
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# sprites classes
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vec=pygame.math.Vector2
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class Player(pygame.sprite.Sprite):
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def __init__(self, fname, s_pos_x, s_pos_y, speed):
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pygame.sprite.Sprite.__init__(self)
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self.image, self.rect=load_img(fname +'.png')
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self.rect.center=(s_pos_x, s_pos_y)
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self.pos=vec(s_pos_x, s_pos_y)
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self.speed=vec(0, 0)
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self.acc=vec(0, 0)
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self.friction=-0.25
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self.facing=0 # where the player is looking (0-north, 1-east, 2-south, 3-west)
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self.colliding=False
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def moveup(self):
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self.facing=0
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self.acc.y=-1.5
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self.acc.x=0
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def movedown(self):
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self.facing=2
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self.acc.y=1.5
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self.acc.x=0
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def moveright(self):
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self.facing=1
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self.acc.x=1.5
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self.acc.y=0
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def moveleft(self):
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self.facing=3
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self.acc.x=-1.5
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self.acc.y=0
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def stopmoving(self):
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self.acc=vec(0, 0)
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def move(self):
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if self.colliding:
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if self.facing==0:
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self.pos.y+=1
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elif self.facing==1:
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self.pos.x-=1
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elif self.facing==2:
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self.pos.y-=1
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elif self.facing==3:
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self.pos.x+=1
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self.rect.center=self.pos
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self.speed=vec(0, 0)
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self.acc=vec(0, 0)
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self.colliding=False
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else:
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self.acc+=self.speed*self.friction
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self.speed+=self.acc
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self.pos+=self.speed+0.5*self.acc
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self.rect.center=self.pos
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def update(self):
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self.move()
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class Bullet(pygame.sprite.Sprite):
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def __init__(self, fname):
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pygame.sprite.Sprite.__init__(self)
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self.image, self.rect=load_img(fname + '.png')
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