def play(self, level):
     # clear_lists
     self.player_list = arcade.SpriteList()
     self.holding_pystone = False
     # Loading Level / Map
     self.map = PyMap.load_map(level)
     self.wall_list = arcade.SpriteList()
     self.coins_list = arcade.SpriteList()
     load_walls(self.map, self.wall_list, self.coins_list, self.pystone_list, self.asset_list)
     PyPhy.map_file(self.map, self.wall_list, self.coins_list, self.pystone_list)
     # Creating Player (Important to do this after loading map)
     self.player = Player("player_front.png", 1, self)
     self.player_list.append(self.player)
     PyPhy.initiate(self.player)
     self.playing = True
 def on_key_press(self, symbol: int, modifiers: int):
     if symbol == arcade.key.UP or symbol == arcade.key.W or symbol == arcade.key.SPACE:
         PyPhy.jump(self.player, self.asset_list)
     elif symbol == arcade.key.DOWN or symbol == arcade.key.S:
         PyPhy.crouch(self.player, True)
     elif symbol == arcade.key.LEFT or symbol == arcade.key.A:
         PyPhy.left_input(self.player, True)
     elif symbol == arcade.key.RIGHT or symbol == arcade.key.D:
         PyPhy.right_input(self.player, True)
Beispiel #3
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 def on_key_release(self, symbol: int, modifiers: int):
     if symbol == arcade.key.LEFT or symbol == arcade.key.A:
         PyPhy.left_input(self.player, False)
     elif symbol == arcade.key.RIGHT or symbol == arcade.key.D:
         PyPhy.right_input(self.player, False)
     elif symbol == arcade.key.DOWN or symbol == arcade.key.S:
         PyPhy.crouch(self.player, False)
Beispiel #4
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 def update(self):
     PyPhy.update(self, self.game)