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import pygame
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from random import randint
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from time import time
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import bullets
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from bullets import Bullet
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import time
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import sys
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windowX = 640
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windowY = 640
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bullets_on_screen = []
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class Player:
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def __init__(self):
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self.bul_cooldown = 50
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self.tp_cooldown = 100
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self.x = 300
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self.y = 300
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self.vel = 10
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self.height = 64
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self.width = 32
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def update(self,window,start_color,bul_image):
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT] and self.x > 5 :
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self.x -= self.vel
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if keys[pygame.K_RIGHT] and self.x < windowX- self.width - 5 :
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self.x += self.vel
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if keys[pygame.K_UP] and self.y + self.height > self.height + 5 :
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self.y -= self.vel
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if keys[pygame.K_DOWN] and self.y + self.height < windowY-15 :
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self.y += self.vel
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def draw(self,window,color,player_image):
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self.rect = pygame.draw.rect(window,color,(self.x,self.y,self.width,self.height))
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window.blit(player_image,(self.x, self.y))
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def shoot(self,window,start_color,bul_image):
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# if self.bul_cooldown >= 1: #With cooldown the game looks not so spicy.
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# self.bul_cooldown -= 2 #Maybe it will be the matter of upgrades ?
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keys = pygame.key.get_pressed()
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if keys[pygame.K_z]: # and self.bul_cooldown == 0
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new_bullet = Bullet(self.x + self.width/2, self.y + 10)
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bullets_on_screen.append(new_bullet)
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#self.bul_cooldown = 20
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if int(len(bullets_on_screen)) > 0:
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for bullet in bullets_on_screen:
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bullet.draw(window,start_color,bul_image)
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bullet.move()
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if bullet.bullet_y <= -20:
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bullets_on_screen.remove(bullet)
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print('Bullets: ' + str(len(bullets_on_screen)))
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def teleportation(self):
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self.vel = 10
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if self.tp_cooldown >= 1:
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self.tp_cooldown -= 2
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print('teleportation cooldown : '+ str(self.tp_cooldown))
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keys = pygame.key.get_pressed()
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if keys[pygame.K_d] and keys[pygame.K_UP] and self.tp_cooldown == 0: #forward-dash
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self.y -= self.height*2
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self.tp_cooldown = 100
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if keys[pygame.K_d] and keys[pygame.K_LEFT] and self.tp_cooldown == 0: #left-dash
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self.x -= self.height*2
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self.tp_cooldown = 100
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if keys[pygame.K_d] and keys[pygame.K_RIGHT] and self.tp_cooldown == 0: #right-dash
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self.x += self.height*2
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self.tp_cooldown = 100
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if keys[pygame.K_d] and keys[pygame.K_DOWN] and self.tp_cooldown == 0: #backward-dash
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self.y += self.height*2
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self.tp_cooldown = 100
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# if keys[pygame.K_d] and keys[pygame.K_DOWN] and keys[pygame.K_RIGHT] and self.tp_cooldown == 0: #back-right-dash
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# self.y += self.height*2
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# self.x += self.height*2
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# self.tp_cooldown = 100
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def out_of_area(self):
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if self.x > windowX or self.x < 0 or self.y > windowY or self.y < 0:
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return True
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else:
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return False
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