Added player and level and world objects.
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@ -67,7 +67,7 @@ class Game(object):
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t = pygame.time.get_ticks()
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dt = 0
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while self.running:
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dt = t - pygame.time.get_ticks()
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dt = float(pygame.time.get_ticks() - t) / 1000
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t = pygame.time.get_ticks()
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self.update(t, dt)
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self.draw()
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@ -76,6 +76,7 @@ class Game(object):
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def goto_level(self, level):
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self.level = level
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self.objs.append(self.level)
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def update(self, t, dt):
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@ -31,14 +31,14 @@ class GameMenu(object):
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def __init__(self, game, img_dir, active=False, selection=0):
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self.__dict__.update(locals())
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self.menu_order = ['restart_level', 'quit']
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self.menu = ['restart_level', 'quit']
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self.load()
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def load(self):
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screen_size = self.game.window.get_size()
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for item in self.menu_order:
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for item in self.menu:
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setattr(self, '%s_imgs' % item, [
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pygame.image.load(os.path.join(self.img_dir,
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'%s-%s.png' % (item, end)))
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@ -59,26 +59,26 @@ class GameMenu(object):
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if event.key == pygame.K_ESCAPE:
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self.active = not self.active
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if self.active:
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if event.key == pygame.K_SPACE:
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if self.menu_order[self.selection] == 'restart_level':
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if event.key in [pygame.K_SPACE, pygame.K_RETURN]:
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if self.menu[self.selection] == 'restart_level':
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pass
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if self.menu_order[self.selection] == 'quit':
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if self.menu[self.selection] == 'quit':
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self.game.stop()
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if event.key == pygame.K_UP:
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self.selection = max(self.selection - 1, 0)
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if event.key == pygame.K_DOWN:
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self.selection = min(self.selection + 1,
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len(self.menu_order) - 1)
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len(self.menu) - 1)
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def draw(self, window):
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if self.active:
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screen_size = self.game.window.get_size()
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for i in range(len(self.menu_order)):
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for i in range(len(self.menu)):
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s = i == self.selection
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img = getattr(self, '%s_imgs' % self.menu_order[i])[s]
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img = getattr(self, '%s_imgs' % self.menu[i])[s]
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window.blit(img,
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(int((screen_size[0] - img.get_size()[0]) / 2),
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int(screen_size[1] / 2)
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- (int(screen_size[1]*0.13)
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* (len(self.menu_order) / 2 - i))))
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* (len(self.menu) / 2 - i))))
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@ -25,5 +25,8 @@ A generic level.
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"""
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class Level(object):
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def __init__(self, level_name):
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self.__dict__.update(locals())
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def update(self, e, t, dt):
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pass
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def draw(self, window):
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pass
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@ -0,0 +1,38 @@
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# This file is part of ROBOTGAME
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#
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# ROBOTGAME is free software: you can redistribute it and/or modify it under the
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# terms of the GNU General Public License as published by the Free Software
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# Foundation, either version 3 of the License, or (at your option) any later
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# version.
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#
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# ROBOTGAME is distributed in the hope that it will be useful, but WITHOUT ANY
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# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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# A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License along with
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# ROBOTGAME. If not, see <http://www.gnu.org/licenses/>.
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#
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# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
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#
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# level1.py
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# --------------------
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# date created : Tue Aug 7 2012
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# copyright : (C) 2012 Sakse Dalum
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# maintained by : Sakse Dalum <don_s@hongabar.org>
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"""
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The first level.
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"""
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import level
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import player
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class Level1(level.Level):
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def __init__(self):
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self.player = player.Player(200, 200)
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def update(self, e, t, dt):
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self.player.update(e, t, dt)
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def draw(self, window):
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self.player.draw(window)
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@ -27,7 +27,7 @@ The main menu.
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import os
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import pygame
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import level
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import level1
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import game_menu
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class MainMenu(object):
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@ -59,7 +59,7 @@ class MainMenu(object):
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for event in e:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE:
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self.game.goto_level(level.Level("landing"))
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self.game.goto_level(level1.Level1())
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self.game.objs.remove(self)
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self.game.objs.append(game_menu.GameMenu(self.game,
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self.img_dir))
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@ -0,0 +1,47 @@
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# This file is part of ROBOTGAME
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#
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# ROBOTGAME is free software: you can redistribute it and/or modify it under the
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# terms of the GNU General Public License as published by the Free Software
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# Foundation, either version 3 of the License, or (at your option) any later
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# version.
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#
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# ROBOTGAME is distributed in the hope that it will be useful, but WITHOUT ANY
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# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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# A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License along with
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# ROBOTGAME. If not, see <http://www.gnu.org/licenses/>.
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#
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# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
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#
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# player.py
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# --------------------
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# date created : Tue Aug 7 2012
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# copyright : (C) 2012 Sakse Dalum
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# maintained by : Sakse Dalum <don_s@hongabar.org>
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"""
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A generic level.
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"""
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import pygame
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import worldobject
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class Player(worldobject.WorldObject):
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def update(self, e, t, dt):
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worldobject.WorldObject.update(self, e, t, dt)
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for event in e:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_UP:
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self.move(0, -1)
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if event.key == pygame.K_DOWN:
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self.move(0, 1)
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if event.key == pygame.K_RIGHT:
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self.move(1, 0)
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if event.key == pygame.K_LEFT:
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self.move(-1, 0)
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def draw(self, window):
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pygame.draw.circle(window, (255, 255, 255), (self.x, self.y), 20)
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@ -0,0 +1,52 @@
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# This file is part of ROBOTGAME
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#
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# ROBOTGAME is free software: you can redistribute it and/or modify it under the
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# terms of the GNU General Public License as published by the Free Software
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# Foundation, either version 3 of the License, or (at your option) any later
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# version.
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#
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# ROBOTGAME is distributed in the hope that it will be useful, but WITHOUT ANY
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# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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# A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License along with
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# ROBOTGAME. If not, see <http://www.gnu.org/licenses/>.
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#
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# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
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#
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# worldobject.py
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# --------------------
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# date created : Tue Aug 7 2012
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# copyright : (C) 2012 Sakse Dalum
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# maintained by : Sakse Dalum <don_s@hongabar.org>
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"""
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A generic world object.
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"""
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class WorldObject(object):
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def __init__(self, x, y, speed=5, tile_x=64, tile_y=48):
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self.__dict__.update(locals())
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self.move_x, self.move_y = self.x, self.y
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def move(self, move_x, move_y):
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if self.move_x == self.x and self.move_y == self.y:
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self.move_x += move_x * self.tile_x
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self.move_y += move_y * self.tile_y
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def update(self, e, t, dt):
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if self.x > self.move_x:
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self.x -= min(self.speed * dt * self.tile_x,
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abs(self.x - self.move_x))
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if self.x < self.move_x:
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self.x += min(self.speed * dt * self.tile_x,
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abs(self.x - self.move_x))
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if self.y > self.move_y:
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self.y -= min(self.speed * dt * self.tile_y,
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abs(self.y - self.move_y))
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if self.y < self.move_y:
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self.y += min(self.speed * dt * self.tile_y,
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abs(self.y - self.move_y))
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self.x, self.y = int(self.x), int(self.y)
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