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- import pygame
- import pymunk
- import colors
- import const
- from pygame.locals import *
- from pymunk import Vec2d
- from entity import Entity
- class Paddle(Entity):
- DIMENSIONS = (20, 80)
- def __init__(self, space, pos):
- image = self._get_base_image()
- super(Paddle, self).__init__(image=image, space=space, mass=500,
- inertia=pymunk.inf, x=pos[0], y=pos[1])
- self.shape = pymunk.Poly.create_box(self.body, Paddle.DIMENSIONS)
- self.shape.elasticity = 1.
- self.space.add(self.body, self.shape)
- def _get_base_image(self):
- surf = pygame.Surface(Paddle.DIMENSIONS)
- surf.fill(colors.BLUE)
- return surf
- def update(self, dt=0):
- super(Paddle, self).update(dt)
- self.body.velocity = self._handle_input()
- def _handle_input(self):
- keys = pygame.key.get_pressed()
- if keys[K_UP]: return Vec2d(0, 200)
- elif keys[K_DOWN]: return Vec2d(0, -200)
- else: return Vec2d(0, 0)
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