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AI_Waiter/src/main.py

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import sys
import pygame
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# WAITER
class Waiter(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.moveX = 0
self.moveY = 0
self.frame = 0
self.image = waiter
def move(self, x, y):
self.moveX += x
self.moveY -= y
def update(self):
screen.blit(floor, ())
screen.blit(waiter, (self.moveX * block_size, self.moveY * block_size))
# SETUP
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pygame.init()
screen = pygame.display.set_mode((700, 750))
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done = False
block_size = 50
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clock = pygame.time.Clock()
fps = 40
ani = 40
rect = 1
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floor = pygame.image.load('../resources/images/floor.jpg')
table = pygame.image.load('../resources/images/table.png')
waiter = pygame.image.load('../resources/images/waiter.png')
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def drawBackground():
for y in range(15):
for x in range(14):
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# rect = pygame.Rect(x * block_size, y * block_size, block_size - 1, block_size - 1)
# pygame.draw.rect(screen, floor, rect)
screen.blit(floor, (x * block_size, y * block_size))
waiterPly = Waiter()
def main():
drawBackground()
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while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
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if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
waiterPly.move(-rect, 0)
if event.key == pygame.K_RIGHT:
waiterPly.move(rect, 0)
if event.key == pygame.K_UP:
waiterPly.move(0, rect)
if event.key == pygame.K_DOWN:
waiterPly.move(0, -rect)
waiterPly.update()
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pygame.display.update()
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clock.tick(fps)
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main()