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Martin Dvořák 2026-04-28 23:38:11 +02:00
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from typing import Dict
import pygame, random
#import pygame.mixer
pygame.init()
#all the variables
displaysize, playersize = (1000,750), (100,100)
level = 1
defaultborders = True
playerX, playerY = 250, 250
oldX, oldY = playerX, playerY
playerXc, playerYc = 0, 0
randomblock = pygame.Surface((100, 100))
randomblock.fill((0, 0, 255))
blocks = [ #(x, y, w, h)
(420, 400, 100, 100)
]
#all the pygame setups and shit
screen = pygame.display.set_mode(displaysize)
player = pygame.image.load('player.png')
player = pygame.transform.scale(player, playersize)
player_rect = player.get_rect()
#defines borders
def def_borders(x,y, b1, b2, b3, b4):
if x < b1:
x = 1
elif y > b2:
y = 649
if x > b3:
x = 899
elif y < b4:
y = 1
return x, y
def check_collision(x1, y1, w1, h1, x2, y2, w2, h2):
"""
Returns True if the two rectangles overlap.
Works like pygame.Rect.colliderect.
x1, y1 = top-left of first rectangle
w1, h1 = width/height of first rectangle
x2, y2 = top-left of second rectangle
w2, h2 = width/height of second rectangle
"""
return (x1 < x2 + w2 and
x1 + w1 > x2 and
y1 < y2 + h2 and
y1 + h1 > y2)
pygame.display.set_caption("UNDERTALE", icontitle="Inspired by Toby Fox <3")
pygame.display.set_icon("icon.png")
paused = False
running = True
while running == True:
oldX, oldY = playerX, playerY
screen.fill((0, 0, 0))
playerY += playerYc
playerX += playerXc
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
if event.key == pygame.K_SPACE:
print("playerX="+str(playerX)+", playerY="+str(playerY))
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
#if randomblock not in player.colliderect():
playerXc = -1
if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
playerXc = 1
if event.key == pygame.K_UP or event.key == pygame.K_w:
playerYc = -1
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
playerYc = 1
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
playerXc = 0
if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
playerXc = 0
if event.key == pygame.K_UP or event.key == pygame.K_w:
playerYc = 0
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
playerYc = 0
if defaultborders:
playerX, playerY = def_borders(playerX, playerY, 0, 650, 900, 0)
for bx, by, bw, bh in blocks:
if check_collision(playerX, playerY, 100, 100, bx, by, bw, bh):
playerX, playerY = oldX, oldY
break # stop checking after first collision
screen.blit(randomblock, (420, 400))
screen.blit(player, (playerX, playerY))
#print()
clock = pygame.time.Clock()
pygame.display.update()