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- import pygame
- pygame.init()
- win = pygame.display.set_mode((500, 500))
- walkRight = [pygame.image.load('pygame_right_1.png'),
- pygame.image.load('pygame_right_2.png'), pygame.image.load('pygame_right_3.png'),
- pygame.image.load('pygame_right_4.png'), pygame.image.load('pygame_right_5.png'),
- pygame.image.load('pygame_right_6.png')]
- walkLeft = [pygame.image.load('pygame_left_1.png'),
- pygame.image.load('pygame_left_2.png'), pygame.image.load('pygame_left_3.png'),
- pygame.image.load('pygame_left_4.png'), pygame.image.load('pygame_left_5.png'),
- pygame.image.load('pygame_left_6.png')]
- playerStand = pygame.image.load('pygame_idle.png')
- bg = pygame.image.load('pygame_bg.jpg')
- clock = pygame.time.Clock()
- pygame.display.set_caption('Moonlight')
- x = 50
- y = 425
- width = 60
- height = 71
- speed = 5
- isJump = False
- jumpCount = 10
- left = False
- right = False
- animCount = 0
- def drawWindow():
- global animCount
- win.blit(bg, (0,0))
- if animCount + 1 >= 30:
- animeCount = 0
- if left:
- win.blit(walkLeft[animCount // 5], (x, y))
- animCount += 1
- if right:
- win.blit(walkRight[animCount // 5], (x, y))
- animCount += 1
- else:
- win.blit(playerStand, (x, y))
- pygame.display.update()
- drawWindow()
- #####################################################
- run = True
- while run:
- clock.tick(30)
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- run = False
- keys = pygame.key.get_pressed()
- if keys[pygame.K_LEFT] and x > 5:
- x -= speed
- left = True
- right = False
- elif keys[pygame.K_RIGHT] and x < 500 - width - 5:
- x += speed
- left = False
- right = True
- else:
- left = False
- right = False
- animCount = 0
- if not (isJump):
- if keys[pygame.K_SPACE]:
- isJump = True
- else:
- if jumpCount >= -10:
- if jumpCount >= -10:
- y -= jumpCount * 2
- jumpCount -= 1
- else:
- isJump = False
- jumpCount = 10
- #####################################################
- #Игровое окно
- pygame.quit()
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