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- import pygame
- pygame.init()
- scrWidth = 640
- scrHeight = 480
- left = False
- right = False
- walkCount = 0
- x = 1
- y = 400
- width = 75
- height = 80
- vel = 5
- isJump = False
- jumpCount = 10
- clock = pygame.time.Clock()
- window = pygame.display.set_mode((scrWidth,scrHeight))
- pygame.display.set_caption("Game")
- walkRight = [pygame.image.load('DefaultWalk1.png'),pygame.image.load('DefaultWalk2.png')]
- walkLeft = [pygame.image.load('Default2Walk1.png'),pygame.image.load('Default2Walk2.png')]
- bg = pygame.image.load("background.png")
- char = pygame.image.load ("Default.png")
- def Draw():
- global walkCount
- window.blit(bg,(0,0))
- if walkCount +1 > 20:
- walkCount = 0
- if left:
- walkCount += 1
- window.blit[walkLeft(x,y)]
- elif right:
- walkCount += 1
- window.blit[walkRight(x,y)]
- else:
- window.blit(char,(x,y))
- pygame.display.update()
- run = True
- while run:
- clock.tick(20)
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- run = False
- keys = pygame.key.get_pressed()
- if keys [pygame.K_a]and x > vel:
- x -= vel
- left = True
- right = False
- elif keys [pygame.K_d]and x < 600:
- x+= vel
- right = True
- left = False
- else:
- right = False
- left = False
- walkCount = 0
- if not(isJump):
- if keys [pygame.K_SPACE]:
- isJump = True
- right = False
- left = False
- walkCount = 0
- else:
- if jumpCount >= -10:
- neg = 1
- if jumpCount < 0:
- neg = -1
- y -= (jumpCount ** 2)* 0.5 * neg
- jumpCount -= 1
- else:
- isJump = False
- jumpCount = 10
- Draw()
- pygame.quit()
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