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- class Player(GameSprite):
- def __init__(self, player_image, player_x, player_y, size_x, size_y, player_speed, jump_power):
- super().__init__(player_image, player_x, player_y, size_x, size_y, player_speed)
- self.jump_power = jump_power
- self.is_jumping = False
- self.jump_count = 10
- def update(self):
- keys = pygame.key.get_pressed()
- if keys[pygame.K_LEFT] and self.rect.x > 5:
- self.rect.x -= self.speed
- if keys[pygame.K_RIGHT] and self.rect.x < win_width - 80:
- self.rect.x += self.speed
- if keys[pygame.K_SPACE] and not self.is_jumping:
- self.is_jumping = True
- if self.is_jumping:
- if self.jump_count >= -10:
- neg = 1
- if self.jump_count < 0:
- neg = -1
- self.rect.y -= (self.jump_count ** 2) * 0.5 * neg
- self.jump_count -= 1
- else:
- self.is_jumping = False
- self.jump_count = 10
- def fire(self):
- bullet = Bullet(img_bullet, self.rect.centerx, self.rect.top, 15, 20, -15)
- bullets.add(bullet)
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