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import pygame
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from random import randint
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import math
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SCREEN_X = 1920
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SCREEN_Y = 1015
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# pygame setup
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pygame.init()
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pygame.display.set_caption("Vampire survivors")
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screen = pygame.display.set_mode((SCREEN_X, SCREEN_Y))
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clock = pygame.time.Clock()
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running = True
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class Player(pygame.sprite.Sprite):
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    def __init__(self, pos, group):
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        super().__init__(group)
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        self.idle_image = self.image = pygame.image.load("Sprites/Idle/Player_right.png").convert_alpha()
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        self.rect = self.image.get_rect(center = pos)
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        self.direction = pygame.math.Vector2()
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        self.speed = 2.25
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        #health
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        self.current_health = 1000 #health
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        self.maximum_health = 1000
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        self.health_bar_lenght = 500
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        self.health_ratio = self.maximum_health / self.health_bar_lenght
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        self.target_health = 1000
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        self.health_change_speed = 5
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        # Shooting
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        self.can_shoot = True
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        self.shoot_cooldown_time = 100  # Milliseconds
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        self.shoot_cooldown = 0
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        # animations
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        self.image_direction = 1
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        self.animation_timer = 0
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        self.current_sprite = 0
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        self.running_sprites = []
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        for i in range(6):
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            self.running_sprites.append(pygame.image.load("Sprites/Running/Player_run_right_"+str(i+1)+".png").convert_alpha())
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    def get_damage(self, amount):
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        if self.target_health > 0:
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            self.target_health -= amount
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        if self.target_health <= 0:
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            self.target_health = 0
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    def get_health(self, amnount):
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        if self.target_health < self.maximum_health:
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            self.target_health += amnount
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        if self.target_health >= self.maximum_health:
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            self.target_health = self.maximum_health
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    def ahealth_bar(self):
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        transition_width = 0
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        transition_colour = (255,0,0)
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        if self.current_health < self.target_health:
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            self.current_health += self.health_change_speed
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            transition_width = int((self.target_health - self.current_health)/3)
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            transition_colour = (0, 255, 0)
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        elif self.current_health > self.target_health:
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            self.current_health -= self.health_change_speed
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            transition_width = int((self.target_health - self.current_health)/3)
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            transition_colour = (255, 255, 0)
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        health_bar_rect = pygame.Rect(10,45,self.current_health/self.health_ratio,25)
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        transition_bar_rect = pygame.Rect(health_bar_rect.right,45,transition_width,25)
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        pygame.draw.rect(screen,(255,0,0),health_bar_rect)
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        pygame.draw.rect(screen, transition_colour, transition_bar_rect)
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        pygame.draw.rect(screen,(255,255,255), (10,45,self.health_bar_lenght,25),4)
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    def input(self):
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        keys = pygame.key.get_pressed()
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        speed_multiplier_x = 0
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        speed_multiplier_y = 0
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        if self.direction.x > 0:
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            self.image_direction = 1
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        elif self.direction.x < 0:
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            self.image_direction = -1
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        if keys[pygame.K_w]:
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            speed_multiplier_y = -1
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        elif keys[pygame.K_s]:
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            speed_multiplier_y = 1
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   # Check if A and D keys are pressed
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        if keys[pygame.K_a]:
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            speed_multiplier_x = -1
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        elif keys[pygame.K_d]:
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            speed_multiplier_x = 1
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         # Calculate movement direction based on keys pressed
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        self.direction.x = speed_multiplier_x
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        self.direction.y = speed_multiplier_y
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        self.direction.y = (keys[pygame.K_s]) - (keys[pygame.K_w])
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        self.direction.x = (keys[pygame.K_d]) - (keys[pygame.K_a])
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        if self.direction.x != 0 and self.direction.y != 0:
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            self.direction.normalize_ip()
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        self.direction.x *= self.speed
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        self.direction.y *= self.speed
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        if pygame.mouse.get_pressed()[0] and self.can_shoot:
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                    direction = -(pygame.math.Vector2(self.rect.topleft) - pygame.mouse.get_pos() - camera_group.offset)
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                    direction = pygame.math.Vector2.normalize(direction)
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                    new_projectile = Projectile(self.rect.center, direction, camera_group)
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                    self.can_shoot = False
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                    self.shoot_cooldown = pygame.time.get_ticks()
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    def update(self):
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        self.input()
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        self.ahealth_bar()
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        self.rect.center += self.direction * self.speed
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        now = pygame.time.get_ticks()
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        if now - self.shoot_cooldown > self.shoot_cooldown_time:
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            self.can_shoot = True
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        if now - self.animation_timer > 50:
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            if pygame.Vector2.length(self.direction) == 0:
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                self.image = self.idle_image
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                self.current_sprite = 0
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            else:
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                self.animation_timer = pygame.time.get_ticks()
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                self.current_sprite += 1
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                if self.current_sprite > len(self.running_sprites)-1:
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                    self.current_sprite = 0
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                self.image = self.running_sprites[self.current_sprite]
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class Arm(pygame.sprite.Sprite):
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    def __init__(self, pos, group):
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        super().__init__(group)
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        self.base_image = pygame.image.load("Sprites/minigun.png").convert_alpha()
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        self.base_image = pygame.transform.scale(self.base_image, (40, 15))
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        self.image_direction = 1
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        self.direction = pygame.Vector2(0, 0)
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        self.speed = 10
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        angle = math.degrees(math.atan2(-self.direction.y, self.direction.x)) 
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        self.image = pygame.transform.rotate(self.base_image, angle)
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        self.rect = self.image.get_rect(center = pos)
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    def update(self):
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        self.rect.center = player.rect.center
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        self.direction = -(pygame.math.Vector2(self.rect.topleft) - pygame.mouse.get_pos() - camera_group.offset)
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        self.direction = pygame.math.Vector2.normalize(self.direction)
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        angle = math.degrees(math.atan2(-self.direction.y, self.direction.x))
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        if(abs(angle)<90):
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            self.image_direction = 1
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        else:
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            self.image_direction = -1
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        self.rect.center -= pygame.Vector2(math.sin(math.radians(angle-90))*20, math.cos(math.radians(angle-90))*20)
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        if(abs(angle)>90):
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            angle = math.degrees(math.atan2(self.direction.y, self.direction.x))+180
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        self.image = pygame.transform.rotate(self.base_image, angle)
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class Projectile(pygame.sprite.Sprite):
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    def __init__(self, pos, direction, group):
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        super().__init__(group)
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        self.image = pygame.image.load("Sprites/bullet.png").convert_alpha()
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        self.image_direction = 1
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        self.direction = direction
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        self.speed = 15
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        angle = math.degrees(math.atan2(-self.direction.y, self.direction.x)) 
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        self.image = pygame.transform.rotate(self.image, angle)
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        self.rect = self.image.get_rect(center = pos)
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        self.rect.center += self.direction * 50
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        self.life_timer = 10000 # Milliseconds
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        self.spawned_time = pygame.time.get_ticks()
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    def collision(self):
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        for enemy in enemies:
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            distance = pygame.math.Vector2.length(pygame.math.Vector2(enemy.rect.center) - self.rect.center)
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            if distance < 20:
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                enemy.damage(1)
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                self.kill()
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                break
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    def update(self):
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        self.rect.center += self.direction * self.speed
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        self.collision()
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        now = pygame.time.get_ticks()
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        if now - self.spawned_time > self.life_timer:
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            self.kill()
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class Enemy(pygame.sprite.Sprite):
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    def __init__(self, pos, group):
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        super().__init__(group)
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        self.image = pygame.surface.Surface((20, 20))
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        self.image.fill("red")
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        self.rect = self.image.get_rect(center = pos)
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        self.pos = self.rect.center
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        self.direction = pygame.math.Vector2()
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        self.speed = 2
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        self.health = 2
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        self.image_direction = 1
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    def damage(self, damage):
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        self.health -= 1
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        if self.health <= 0:
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            enemies.remove(self)
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            self.kill()
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    def update(self):
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        self.direction = pygame.math.Vector2(player.rect.center) - self.rect.center
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        if(pygame.math.Vector2.length(self.direction)<20):
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            player.get_damage(200)
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            self.kill()
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            enemies.remove(self)
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        self.pos += self.direction.normalize() * self.speed 
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        self.rect.center = (round(self.pos.x), round(self.pos.y))
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class CameraGroup(pygame.sprite.Group):
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    def __init__(self):
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        super().__init__()
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        self.display_surface = pygame.display.get_surface()
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        self.offset = pygame.math.Vector2(300, 100)
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        self.half_w = self.display_surface.get_size()[0] // 2
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        self.half_h = self.display_surface.get_size()[1] // 2
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    def center_target_camera(self, target):
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        self.offset.x = target.rect.centerx - self.half_w
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        self.offset.y = target.rect.centery - self.half_h
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    def custom_draw(self, player):
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        self.center_target_camera(player)
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        for sprite in sorted(self.sprites(), key=lambda sprite: sprite.rect.centery):
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            offset_pos = sprite.rect.topleft - self.offset
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            if sprite.image_direction == -1:
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                self.display_surface.blit(pygame.transform.flip(sprite.image, True, False), offset_pos)
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            else:
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                self.display_surface.blit(sprite.image, offset_pos)
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def spawn_enemy():
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        if len(enemies) < 20:
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            random_x = randint(-1000, 1000)
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            random_y = randint(-1000, 1000)
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            enemies.append(Enemy((player.rect.centerx + random_x, player.rect.centery + random_y), camera_group))
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spawn_enemy_event = pygame.USEREVENT + 1
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#Setup
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camera_group = CameraGroup()
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enemies = []
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player = Player((500, 500), camera_group)
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Arm((0, 0), camera_group)
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pygame.time.set_timer(spawn_enemy_event, 100)
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crosshair_img = pygame.transform.scale(pygame.image.load('Sprites/crosshair.png'), (30, 30))
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cursor = pygame.cursors.Cursor((0, 0), crosshair_img)
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pygame.mouse.set_cursor(cursor)
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pygame.mouse.set_visible(True | False)
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while running:
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    for e in pygame.event.get():
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        if e.type == pygame.QUIT:
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            running = False
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            pygame.quit()
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        if e.type == spawn_enemy_event:
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            spawn_enemy()
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        if e.type == pygame.KEYDOWN:
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            if e.key == pygame.K_UP:
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                player.get_health(200)
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        if e.type == pygame.KEYDOWN:
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            if e.key == pygame.K_DOWN:
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                player.get_damage(200)
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    screen.fill("cyan")
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    camera_group.update()
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    camera_group.custom_draw(player)
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    pygame.display.flip()
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    clock.tick(60)
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