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@@ -1,55 +0,0 @@
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-print ("Hello World")
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-import pygame
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-
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-
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- # pygame setup
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-pygame.init()
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-screen = pygame.display.set_mode((1280, 720))
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-clock = pygame.time.Clock()
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-running = True
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-dt = 0
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-smer = "none"
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-player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
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-
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-while running:
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- # poll for events
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- # pygame.QUIT event means the user clicked X to close your window
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- for event in pygame.event.get():
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- if event.type == pygame.QUIT:
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- running = False
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-
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- # fill the screen with a color to wipe away anything from last frame
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- screen.fill("pink")
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-
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- pygame.draw.circle(screen, "lightblue", player_pos, 40)
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-
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- keys = pygame.key.get_pressed()
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- if keys[pygame.K_w]:
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- smer = "up"
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- if keys[pygame.K_s]:
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- smer = "down"
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- if keys[pygame.K_a]:
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- smer = "left"
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- if keys[pygame.K_d]:
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- smer = "right"
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- if keys[pygame.K_SPACE]:
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- smer = "none"
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- if smer == "up":
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- player_pos.y -= 300 * dt
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- if smer == "down":
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- player_pos.y += 300 * dt
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- if smer == "left":
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- player_pos.x -= 300 * dt
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- if smer == "right":
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- player_pos.x += 300 * dt
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-
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- # flip() the display to put your work on screen
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- pygame.display.flip()
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-
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- # limits FPS to 60
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- # dt is delta time in seconds since last frame, used for framerate-
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- # independent physics.
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- dt = clock.tick(60) / 1000
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-
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-pygame.quit()
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-
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