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- import g2d
- from p3_oop_bounce import Arena, Rover
- arena = Arena((480, 360))
- rover = Rover(arena, (0, 360))
- sprites = g2d.load_image("sprites.png")
- def tick():
- arena.move_all()
- if g2d.key_pressed("ArrowUp"):
- rover.go_up(True)
- elif g2d.key_released("ArrowUp"):
- rover.go_up(False)
- if g2d.key_pressed("ArrowRight"):
- rover.go_right(True)
- elif g2d.key_released("ArrowRight"):
- rover.go_right(False)
- if g2d.key_pressed("ArrowDown"):
- rover.go_down(True)
- elif g2d.key_released("ArrowDown"):
- rover.go_down(False)
- if g2d.key_pressed("ArrowLeft"):
- rover.go_left(True)
- elif g2d.key_released("ArrowLeft"):
- rover.go_left(False)
- # Game logic
- g2d.clear_canvas()
- for a in arena.actors():
- if a.symbol() != (0, 0, 0, 0):
- g2d.draw_image_clip(sprites, a.symbol(), a.position())
- else:
- g2d.fill_rect(a.position())
- def main():
- g2d.init_canvas(arena.size())
- g2d.main_loop(tick)
- main()
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