Add a basic player flipping thing when you go left or right
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ca3feb6d23
commit
dfd4ff2e3b
1 file changed
+18
-1
+18
-1
@@ -93,6 +93,8 @@ pygame.mixer.music.play(loops=-1)
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death_sound_channel = pygame.mixer.Channel(1)
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eat_sound_channel = pygame.mixer.Channel(2)
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flipped = False
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def should_change_color():
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global auto_color_change_timer
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current_time = pygame.time.get_ticks()
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@@ -137,7 +139,7 @@ def check_collision():
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return False
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def game_loop():
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global score, player_x, food_x, food_y, draw_hitboxes, auto_mode, auto_key
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global score, player_x, food_x, food_y, draw_hitboxes, auto_mode, auto_key, player_image, flipped
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dt = clock.tick(60) / 1000.0
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@@ -173,8 +175,14 @@ def game_loop():
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT] or keys[pygame.K_a] and player_x > 0:
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player_x -= player_speed * dt
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if not flipped:
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player_image = pygame.transform.flip(player_image, True, False)
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flipped = True
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if keys[pygame.K_RIGHT] or keys[pygame.K_d] and player_x < WIDTH - player_width:
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player_x += player_speed * dt
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if flipped:
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player_image = pygame.transform.flip(player_image, True, False)
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flipped = False
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if player_x < 0:
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player_x = 0
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@@ -187,8 +195,14 @@ def game_loop():
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if abs(player_x - food_x) > player_speed * dt:
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if player_x < food_x:
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player_x += player_speed * dt
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if flipped:
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player_image = pygame.transform.flip(player_image, True, False)
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flipped = False
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else:
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player_x -= player_speed * dt
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if not flipped:
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player_image = pygame.transform.flip(player_image, True, False)
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flipped = True
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if food_y >= player_y:
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if check_collision():
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@@ -203,6 +217,9 @@ def game_loop():
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player_x = (WIDTH - player_width) // 2
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food_x = random.randint(0, WIDTH - food_width)
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food_y = 0
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if flipped:
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player_image = pygame.transform.flip(player_image, True, False)
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flipped = False
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COLORraw_window()
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