def Update(self): self.count -= 1 self.moveH -= 1 if self.count <= 0 or self.fast: if not self.move(): self.place() self.count = 15 keys = pygame.key.get_pressed() if self.moveH == 0: pp = self.pos + qVec(keys[K_d] - keys[K_a], 0) if self.isValid(pp): self.pos = pp self.moveH = 5
def move(self): pp = self.pos + qVec(0, 1) if self.isValid(pp): self.pos = pp return True return False
def rot(x): if event.key == K_w: return qVec(-x[1], x[0]) return qVec(x[1], -x[0])
def newPize(self): rr = randint(0, 6) pos = qVec(self.width / 2, -3) closs = Closs(self, pos, rr) self.add(closs)
import numpy as np import pygame from pygame import K_a, K_s, K_d, K_w, K_SPACE from quark import qGameObject from quark.colors import * from quark.maths import qVec2, qVec from random import randint colours = [qRed, qBlue, qLime, qDarkRed, qSilver, qWheat, qDeepOink] shapes = [ [qVec(0, 0), qVec(0, 1), qVec(1, 0), qVec(1, 1)], [qVec(0, -1), qVec(0, 0), qVec(1, 0), qVec(1, 1)], [qVec(1, -1), qVec(0, 0), qVec(1, 0), qVec(0, 1)], [qVec(0, 0), qVec(-1, 0), qVec(1, 0), qVec(0, 1)], [qVec(0, -1), qVec(0, 0), qVec(0, 1), qVec(0, 2)], [qVec(-1, 0), qVec(0, 0), qVec(0, 1), qVec(0, 2)], [qVec(1, 0), qVec(0, 0), qVec(0, 1), qVec(0, 2)], ] class Closs(qGameObject): def __init__(self, level, pos, clossType): self.level = level self.type = clossType
def __init__(self, pygame_surface): self.data = pygame_surface self.size = qVec(self.data.get_size()) self.width = self.data.get_width() self.height = self.data.get_height()