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old_main.py
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95
old_main.py
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from typing import Dict
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import pygame, random
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#import pygame.mixer
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pygame.init()
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#all the variables
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displaysize, playersize = (1000,750), (100,100)
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level = 1
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defaultborders = True
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playerX, playerY = 250, 250
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oldX, oldY = playerX, playerY
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playerXc, playerYc = 0, 0
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randomblock = pygame.Surface((100, 100))
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randomblock.fill((0, 0, 255))
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blocks = [ #(x, y, w, h)
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(420, 400, 100, 100)
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]
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#all the pygame setups and shit
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screen = pygame.display.set_mode(displaysize)
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player = pygame.image.load('player.png')
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player = pygame.transform.scale(player, playersize)
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player_rect = player.get_rect()
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#defines borders
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def def_borders(x,y, b1, b2, b3, b4):
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if x < b1:
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x = 1
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elif y > b2:
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y = 649
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if x > b3:
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x = 899
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elif y < b4:
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y = 1
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return x, y
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def check_collision(x1, y1, w1, h1, x2, y2, w2, h2):
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"""
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Returns True if the two rectangles overlap.
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Works like pygame.Rect.colliderect.
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x1, y1 = top-left of first rectangle
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w1, h1 = width/height of first rectangle
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x2, y2 = top-left of second rectangle
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w2, h2 = width/height of second rectangle
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"""
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return (x1 < x2 + w2 and
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x1 + w1 > x2 and
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y1 < y2 + h2 and
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y1 + h1 > y2)
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pygame.display.set_caption("UNDERTALE", icontitle="Inspired by Toby Fox <3")
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pygame.display.set_icon("icon.png")
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paused = False
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running = True
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while running == True:
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oldX, oldY = playerX, playerY
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screen.fill((0, 0, 0))
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playerY += playerYc
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playerX += playerXc
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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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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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pygame.quit()
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if event.key == pygame.K_SPACE:
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print("playerX="+str(playerX)+", playerY="+str(playerY))
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if event.key == pygame.K_LEFT or event.key == pygame.K_a:
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#if randomblock not in player.colliderect():
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playerXc = -1
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if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
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playerXc = 1
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if event.key == pygame.K_UP or event.key == pygame.K_w:
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playerYc = -1
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if event.key == pygame.K_DOWN or event.key == pygame.K_s:
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playerYc = 1
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if event.type == pygame.KEYUP:
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if event.key == pygame.K_LEFT or event.key == pygame.K_a:
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playerXc = 0
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if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
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playerXc = 0
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if event.key == pygame.K_UP or event.key == pygame.K_w:
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playerYc = 0
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if event.key == pygame.K_DOWN or event.key == pygame.K_s:
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playerYc = 0
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if defaultborders:
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playerX, playerY = def_borders(playerX, playerY, 0, 650, 900, 0)
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for bx, by, bw, bh in blocks:
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if check_collision(playerX, playerY, 100, 100, bx, by, bw, bh):
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playerX, playerY = oldX, oldY
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break # stop checking after first collision
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screen.blit(randomblock, (420, 400))
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screen.blit(player, (playerX, playerY))
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#print()
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clock = pygame.time.Clock()
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pygame.display.update()
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