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- import pygame, Player, Terrain
- pygame.init()
- #set window variables
- screen = pygame.display.set_mode((800, 800))
- pygame.display.set_caption("Infinite World")
- #Player:
- player = Player.Player(375, 375)
- true_scroll = [0,0]
- #terrain
- game_terrain = Terrain.Terrain()
- #set clock
- Clock = pygame.time.Clock()
- #set game loop
- run = True
- while run:
- Clock.tick(70)
- player.movement[1] += game_terrain.GRAVITY
- true_scroll[0] += (player.rect.x - true_scroll[0]-375)/20
- true_scroll[1] += (player.rect.y - true_scroll[1]- 350)/20
- scroll = true_scroll.copy()
- scroll[0] = int(scroll[0])
- scroll[1] = int(scroll[1])
- screen.fill((106, 127, 104))
- #events
- for event in pygame.event.get():
- #quiting
- if event.type == pygame.QUIT:
- run = False
- if event.type == pygame.KEYDOWN:
- if event.key == pygame.K_a:
- player.movement[0] -= 9
- if event.key == pygame.K_d:
- player.movement[0] += 9
- if event.key == pygame.K_SPACE and player.jump == False:
- player.jump = True
- if event.type == pygame.KEYUP:
- pass
- #if event.key == pygame.K_a:
- #if movement[0] * -1 > 0:
- #movement[0] = 0
- #elif event.key == pygame.K_d:
- #if movement[0] * -1 < 0:
- #movement[0] = 0
- #graphic aspect of Player
- pygame.draw.rect(screen, (0,0,0), (player.rect.x - scroll[0], player.rect.y - scroll[1], player.rect.width, player.rect.height))
- #graphic aspects of terrain
- game_map, tile_rects, coins = game_terrain.draw_map(scroll, screen)
- #functions that make my Players happy
- player.moving(game_map, coins, tile_rects)
- player.jumping()
- player.slowing_down()
- #updating everything
- pygame.display.update()
- pygame.quit()
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