moving_right = True if event.key == pygame.K_LEFT: moving_left = True if event.key == pygame.K_SPACE and player_location[1] == 208: jumping = True if event.type == pygame.KEYUP: if event.key == pygame.K_RIGHT: moving_right = False if event.key == pygame.K_LEFT: moving_left = False if event.key == pygame.K_SPACE: jumping = False player_y_momentum = 0 # Update sprites on screen viewport.render_sprites(character, enemy_list, block_list, pipe_list, flag_list) # Update level info viewport.render_ui(level_info) # detect collisions between enemies for first, second in combinations(enemy_list, 2): if first.rect.colliderect(second.rect): first.flip() second.flip() pygame.display.flip() # move all enemies and apply gravity for enemy in enemy_list: enemy.move() enemy.gravity(SCREEN_HEIGHT)
player.setMoveRight(True) if event.key == pygame.K_LEFT: player.setMoveLeft(True) if event.key == pygame.K_SPACE and player.getDeltaY() == 0: sound_obj.play_sound("jump") player.setJumping(True) if event.type == pygame.KEYUP: if event.key == pygame.K_RIGHT: player.setMoveRight(False) if event.key == pygame.K_LEFT: player.setMoveLeft(False) if event.key == pygame.K_SPACE: player.setJumping(False) # Update sprites on screen viewport.render_sprites(player, enemy_list, block_list, pipe_list, flag_list, powerup_list, projectile_list) # Update level information viewport.render_ui(level_info) # detect collisions between enemies for first, second in combinations(enemy_list, 2): if first.rect.colliderect(second.rect): first.flip() second.flip() pygame.display.flip() # move all enemies and apply gravity for enemy in enemy_list: enemy.move() enemy.gravity(SCREEN_HEIGHT)