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# all imports
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import math;
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import pygame;
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from pygame.locals import *
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import sys
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# init
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pygame.init()
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# setting display
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surf=pygame.display.set_mode((400,400))
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pygame.display.set_caption("Wtf is this??")
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class obj(pygame.sprite.Sprite):
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'''Can be inherited as a base class'''
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#all_obj_derived=pygame.sprite.Group();
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def __init__(self,x,y,sprite_filename,alpha=None):
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''' alpha may have values None(no alpha set),1(set_colorkey as the bottom-right corner),2(per-pixel alpha)'''
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super(obj,self).__init__();
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self.x=x;
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self.y=y;
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self.xprevious=x;
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self.yprevious=y; #ToDO : Make way for acceleration ("force" model) and setting speed
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# set correct spr attribute
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self.spr=pygame.image.load(sprite_filename).convert();
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if alpha==None:
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self.spr=self.spr.convert();
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elif alpha==1:
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self.spr=self.spr.convert();
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self.spr.set_colorkey(self.spr.get_at((self.spr.get_width(),self.spr.get_height())));
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elif alpha==2:
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self.spr=self.spr.convert_alpha();
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self.image=self.spr;#spr and image point to the same surface, to be checked
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# as it is a derived class of Sprite, it can be directly added to gr group
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#obj.all_obj_derived.add(self);
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#obj.list.append(self);
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def get_speed(self):
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return int(math.sqrt(self.get_hspeed()**2+self.get_vspeed*()*2));
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def get_hspeed(self):
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return (self.x-self.xprevious);
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def get_vspeed(self):
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return (self.y-self.yprevious);
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def draw_self(self):
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surf.blit(self.sprite,(self.x-self.sprite.get_width()/2,self.y-self.sprite.get_height()/2));
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def update(self):
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''' Should be called after draw_self (or as the last method) to update xprevious.
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If not called, get_speed(),get_hspeed(),get_vspeed() won't work'''
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self.x+=1;
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#self.y+=1;
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self.xprevious=self.x;
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self.yprevious=self.y;
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self.rect=self.image.get_rect(center=(self.x,self.y));
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# creating new classes
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class a(obj):
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all_instances=pygame.sprite.RenderUpdates();
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def __init__(self,x,y,sprite_filename,alpha=None):
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super(a,self).__init__(x,y,sprite_filename,alpha=None)
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a.all_instances.add(self);
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# wow=True;
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#class b(obj):
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#wow=False;
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a1=a(surf.get_width()/2,surf.get_height()/2,"ball.bmp")
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a2=a(100,100,"ball.bmp")
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# game startup code
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#c=pygame.time.Clock();
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surf.fill((255,0,255));
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# main game loop
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while True:
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# event check
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for event in pygame.event.get():
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if event.type == QUIT:
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sys.exit();
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# c.tick();
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#pygame.display.set_caption(str(c.get_fps()));
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#pygame.display.update();
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a.all_instances.update();
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for b in a.all_instances.sprites():
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if b.x>=surf.get_width():
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a.all_instances.remove(b);
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#del(b);
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print(5)
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print(a.all_instances.sprites())
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if len(a.all_instances)>0:
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pygame.display.update(a.all_instances.draw(surf))
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#Events here
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#--------------------------------------------------------- end---------------------------------------------------#
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