Fix not erasing the previous waiter position bug #4
21
src/main.py
21
src/main.py
@ -8,16 +8,23 @@ class Waiter(pygame.sprite.Sprite):
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pygame.sprite.Sprite.__init__(self)
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self.moveX = 0
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self.moveY = 0
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self.clearX = 0
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self.clearY = 0
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self.frame = 0
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self.image = waiter
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self.imageWaiter = waiter
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self.imageFloor = floor
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def move(self, x, y):
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self.moveX += x
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self.moveY -= y
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def clear(self, x, y):
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cx = self.moveX + x
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cy = self.moveY + y
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screen.blit(self.imageFloor, (cx * block_size, cy * block_size))
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def update(self):
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screen.blit(floor, ())
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screen.blit(waiter, (self.moveX * block_size, self.moveY * block_size))
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screen.blit(self.imageWaiter, (self.moveX * block_size, self.moveY * block_size))
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# SETUP
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@ -38,8 +45,6 @@ waiter = pygame.image.load('../resources/images/waiter.png')
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def drawBackground():
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for y in range(15):
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for x in range(14):
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# rect = pygame.Rect(x * block_size, y * block_size, block_size - 1, block_size - 1)
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# pygame.draw.rect(screen, floor, rect)
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screen.blit(floor, (x * block_size, y * block_size))
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@ -57,14 +62,18 @@ def main():
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT:
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waiterPly.move(-rect, 0)
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waiterPly.clear(rect, 0)
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if event.key == pygame.K_RIGHT:
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waiterPly.move(rect, 0)
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waiterPly.clear(-rect, 0)
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if event.key == pygame.K_UP:
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waiterPly.move(0, rect)
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waiterPly.clear(0, rect)
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if event.key == pygame.K_DOWN:
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waiterPly.move(0, -rect)
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waiterPly.clear(0, -rect)
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waiterPly.update()
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pygame.display.update()
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pygame.display.flip()
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clock.tick(fps)
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