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cave_survival/run.py
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78
cave_survival/run.py
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import pygame
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def run():
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# Initialize Pygame
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pygame.init()
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# Set the window size and caption
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size = (700, 500)
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caption = "Pygame Image Movement"
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screen = pygame.display.set_mode(size)
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pygame.display.set_caption(caption)
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# Load an image and get its rectangle
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image1 = pygame.image.load("cave_survival/assets/stev/1.png")
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image2 = pygame.image.load("cave_survival/assets/stev/2.png")
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image_rect = image1.get_rect()
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# Set the initial position of the image
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image_rect.x = 0
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image_rect.y = 0
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movement_speed = 0.5
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# Set the animation speed
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animation_speed = 0.005
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# Set the animation frame
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animation_frame = 0
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# Set the movement speed
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movement_speed = 0.5
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# Main game loop
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running = True
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while running:
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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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# Get the current key presses
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pressed = pygame.key.get_pressed()
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# Move the image based on the key presses
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if pressed[pygame.K_w]:
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image_rect.y -= movement_speed
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if pressed[pygame.K_a]:
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image_rect.x -= movement_speed
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if pressed[pygame.K_s]:
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image_rect.y += movement_speed
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if pressed[pygame.K_d]:
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image_rect.x += movement_speed
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# Animate the image if the player is moving
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if (
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pressed[pygame.K_w] or
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pressed[pygame.K_a] or
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pressed[pygame.K_s] or
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pressed[pygame.K_d]
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):
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animation_frame += animation_speed
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if animation_frame >= 2:
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animation_frame = 0
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image_rect.x += movement_speed + 1
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# Draw the image on the screen
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screen.fill((0, 0, 0))
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if animation_frame < 1:
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screen.blit(image1, image_rect)
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else:
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screen.blit(image2, image_rect)
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else:
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screen.fill((0, 0, 0))
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screen.blit(image1, image_rect)
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pygame.display.flip()
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# Clean up
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pygame.quit()
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