Add simple movement
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resources/images/floor.jpg
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resources/images/floor.jpg
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resources/images/table.png
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resources/images/table.png
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resources/images/waiter.png
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resources/images/waiter.png
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59
src/main.py
59
src/main.py
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import sys
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import pygame
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# WAITER
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class Waiter(pygame.sprite.Sprite):
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def __init__(self):
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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.frame = 0
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self.image = waiter
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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 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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# SETUP
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pygame.init()
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screen = pygame.display.set_mode((700, 750))
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done = False
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block_size = 50
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WHITE = (255, 255, 255)
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BLUE = (0, 0, 255)
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screen.fill(WHITE)
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clock = pygame.time.Clock()
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fps = 40
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ani = 40
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rect = 1
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floor = pygame.image.load('../resources/images/floor.jpg')
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table = pygame.image.load('../resources/images/table.png')
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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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waiterPly = Waiter()
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def main():
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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, BLUE, rect)
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drawBackground()
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while not done:
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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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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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if event.key == pygame.K_RIGHT:
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waiterPly.move(rect, 0)
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if event.key == pygame.K_UP:
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waiterPly.move(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.update()
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pygame.display.update()
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clock.tick(fps)
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main()
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