keyboard controls
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d20d2ed83c
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2528956239
2 changed files with 51 additions and 20 deletions
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71
r3.py
71
r3.py
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@ -159,8 +159,8 @@ else:
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self.velocity = [0, 0]
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self.velocity = [0, 0]
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def update(self):
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def update(self):
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self.rect.move_ip(*self.velocity)
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self.rect.move_ip(*self.velocity)
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player = Player(12,190)
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player = Player(346,206)
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css1 = Css(400,190)
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css1 = Css(483,262)
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css2 = Css(500,400)
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css2 = Css(500,400)
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sat1 = Sat(550,-100)
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sat1 = Sat(550,-100)
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sat2 = Sat(600,100)
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sat2 = Sat(600,100)
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@ -178,6 +178,8 @@ else:
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running = True
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running = True
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live = True
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live = True
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complete = False
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complete = False
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ax = 0
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ay = 0
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bx = 0
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bx = 0
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by = 0
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by = 0
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debug = False # This set debug mode
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debug = False # This set debug mode
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@ -204,6 +206,35 @@ else:
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bx = -1
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bx = -1
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elif event.key == pygame.K_d:
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elif event.key == pygame.K_d:
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bx = 1
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bx = 1
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elif event.key == pygame.K_n:
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pygame.mixer.music.stop()
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elif event.key == pygame.K_m:
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pygame.mixer.music.play(-1)
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elif event.key == pygame.K_c:
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if debug:
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#this trigger spaceship crash event
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live = False
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pygame.mixer.music.stop()
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csfx.play()
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elif event.key == pygame.K_r:
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#this restart the game
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player = Player(346,206)
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css1 = Css(483,262)
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css2 = Css(500,400)
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sat1 = Sat(550,-100)
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sat2 = Sat(600,100)
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goal = Goal(3000,-100)
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ast1 = Ast(120,200)
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ast2 = Ast(300,100)
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ast3 = Ast(500,150)
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wall1 = Wallh(-100,-200)
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wall2 = Wallh(3100,-200)
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wall3 = Wallv(-200,-200)
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wall4 = Wallv(-200,800)
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live = True
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complete = False
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pygame.mixer.music.play(-1)
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start_time = pygame.time.get_ticks()
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elif event.type == pygame.KEYUP:
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elif event.type == pygame.KEYUP:
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if event.key == pygame.K_w:
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if event.key == pygame.K_w:
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by = 0
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by = 0
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@ -214,8 +245,8 @@ else:
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elif event.key == pygame.K_d:
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elif event.key == pygame.K_d:
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bx = 0
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bx = 0
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#ax and ay are for left stick
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#ax and ay are for left stick
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ax = joystick.get_axis(0)
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#ax = joystick.get_axis(0)
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ay = joystick.get_axis(1)
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#ay = joystick.get_axis(1)
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#bx = 0
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#bx = 0
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#by = 0
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#by = 0
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#if gamepad == 1:
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#if gamepad == 1:
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@ -237,18 +268,18 @@ else:
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if live:
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if live:
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runtime = pygame.time.get_ticks() - start_time
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runtime = pygame.time.get_ticks() - start_time
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if (live & debug == False):
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if (live & debug == False):
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if pygame.sprite.collide_rect(player, wall3):
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#if pygame.sprite.collide_rect(player, wall3):
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if ay < 0:
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# if ay < 0:
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ay = 0
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# ay = 0
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elif pygame.sprite.collide_rect(player, wall4):
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#elif pygame.sprite.collide_rect(player, wall4):
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if ay > 0:
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# if ay > 0:
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ay = 0
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# ay = 0
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if pygame.sprite.collide_rect(player, wall1):
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#if pygame.sprite.collide_rect(player, wall1):
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if ax < 0:
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# if ax < 0:
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ax = 0
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# ax = 0
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elif pygame.sprite.collide_rect(player, wall2):
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#elif pygame.sprite.collide_rect(player, wall2):
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if ax > 0:
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# if ax > 0:
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ax = 0
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# ax = 0
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if pygame.sprite.collide_rect(background, wall3):
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if pygame.sprite.collide_rect(background, wall3):
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if by < 0:
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if by < 0:
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by = 0
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by = 0
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@ -282,8 +313,8 @@ else:
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complete = True
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complete = True
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pygame.mixer.music.stop()
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pygame.mixer.music.stop()
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lcfx.play()
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lcfx.play()
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player.velocity[0] = int(600 * dt * (ax - bx))
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#player.velocity[0] = int(600 * dt * (ax - bx))
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player.velocity[1] = int(600 * dt * (ay - by))
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#player.velocity[1] = int(600 * dt * (ay - by))
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css1.velocity[0] = int(-600 * dt * bx)
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css1.velocity[0] = int(-600 * dt * bx)
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css1.velocity[1] = int(-600 * dt * by)
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css1.velocity[1] = int(-600 * dt * by)
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css2.velocity = css1.velocity
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css2.velocity = css1.velocity
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@ -313,8 +344,8 @@ else:
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csfx.play()
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csfx.play()
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elif b3:
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elif b3:
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#this restart the game
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#this restart the game
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player = Player(12,190)
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player = Player(346,206)
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css1 = Css(400,190)
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css1 = Css(483,262)
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css2 = Css(500,400)
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css2 = Css(500,400)
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sat1 = Sat(550,-100)
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sat1 = Sat(550,-100)
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sat2 = Sat(600,100)
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sat2 = Sat(600,100)
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