class Player(pygame.sprite.Sprite): def __init__(self, x_position = 0, sprite = None): pygame.sprite.Sprite.__init__(self) self.image = Loader().load(name = sprite, color_key = True) self.rect = self.image.get_rect() self.rect.centerx = x_position self.rect.centery = HEIGHT - 50 self.speed = 0.5 def move(self, time, keys): print pygame.K_LEFT, pygame.K_RIGHT, keys[pygame.K_LEFT], keys[pygame.K_RIGHT] if self.rect.left >= 0: if keys[pygame.K_LEFT]: self.rect.centerx -= self.speed * time if self.rect.right <= WIDTH: if keys[pygame.K_RIGHT]: self.rect.centerx += self.speed * time
class System(pygame.sprite.Sprite): def __init__(self, sprite = None): pygame.sprite.Sprite.__init__(self) self.image = Loader().load(name = sprite, color_key = True) self.rect = self.image.get_rect() self.rect.centerx = WIDTH - (WIDTH/5) self.rect.centery = HEIGHT / 2 self.speed = [0.5, -0.5] def update(self, time, pala_jug): self.rect.centerx += self.speed[0] * time self.rect.centery += self.speed[1] * time if self.rect.left <= 0 or self.rect.right >= WIDTH: self.speed[0] = -self.speed[0] self.rect.centerx += self.speed[0] * time if self.rect.top <= 0 or self.rect.bottom >= HEIGHT: self.speed[1] = -self.speed[1] self.rect.centery += self.speed[1] * time if pygame.sprite.collide_rect(self, pala_jug): self.rect.centerx += self.speed[0] * time