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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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from class_definition import *
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#from class_definition import player_down
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# game startup code
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c=pygame.time.Clock();
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#pygame.display.update()
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pygame.display.update(surf.fill((55,55,55)))
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steps=0;
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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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exit();
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c.tick(30);
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steps+=1;
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if steps==4000:
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b.destroy();
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pygame.display.set_caption(str(c.get_fps()));
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update_inside(player_down.all_instances);
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update_inside(player_above.all_instances);
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# code to clear both player_down and player_above
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if player_down.all_instances:
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temp_instance=(player_down.all_instances.sprites())[0];
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temp_surf=None;
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temp_surf=pygame.Surface((temp_instance.image.get_width(),temp_instance.image.get_height()));
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temp_surf.fill(pygame.Color(255,0,0));
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print(1)
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player_down.all_instances.clear(surf,temp_surf);
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del temp_surf;
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if player_above.all_instances:
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temp_instance=(player_above.all_instances.sprites())[0];
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temp_surf=None;
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temp_surf=pygame.Surface((temp_instance.image.get_width(),temp_instance.image.get_height()));
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temp_surf.fill(pygame.Color(0,255,255));
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print(2)
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player_above.all_instances.clear(surf,temp_surf);
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del temp_surf;
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#"clear code" done
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a=player_down.all_instances.draw(surf)
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b=player_above.all_instances.draw(surf)
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print(a)
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print(b)
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pygame.display.update();
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#pygame.display.update(b);
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#Events here
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#--------------------------------------------------------- end---------------------------------------------------#
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