Esempio n. 1
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                move_player[0] = False
            if event.key == pg.K_a:
                move_player[1] = False
            if event.key == pg.K_s:
                move_player[2] = False
            if event.key == pg.K_d:
                move_player[3] = False

    # calculating
    player.add_speed(20, move_player)
    player.make_turn()  # Goes after all changes in speed
    collide_with_boundaries(
        player)  # Goes after all moves/turns that can collide
    for bullet in bullets:
        bullet.make_turn()
    satellite_pos = pl_satellite.make_turn(player.center)

    cool_down_tracker = shoot(cool_down_tracker)

    screen.fill(GREEN)

    # rendering

    for bullet in bullets:
        pg.draw.rect(screen, RED, bullet.rect)
    pg.draw.circle(screen, RED, satellite_pos, 8)
    # pg.draw.rect(screen, RED, player.rect)
    screen.blit(dude, [player.pos_x, player.pos_y])

    # updating
    clock.tick(30)