Delete Movement_version_2.py
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import pygame
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from random import randint
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import math
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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((1280, 720))
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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, pos_x, pos_y):
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super().__init__(group)
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self.direction = pygame.math.Vector2()
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self.speed = 5
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# Shooting
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self.can_shoot = True
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self.shoot_cooldown_time = 200 # Milliseconds
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self.shoot_cooldown = 0
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#sprites right
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self.sprites_right = []
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self.in_animation = False
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self.side = True
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self.sprites_right.append(pygame.image.load("Sprites/Idle/Player_right.png"))
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self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_1.png"))
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self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_2.png"))
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self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_3.png"))
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self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_4.png"))
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self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_5.png"))
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self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_6.png"))
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self.current_sprite_right = 0
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self.image = self.sprites_right[self.current_sprite_right]
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self.rect = self.image.get_rect(center = pos)
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self.rect = self.image.get_rect()
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self.rect.topleft = [pos_x,pos_y]
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#sprites left
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self.sprites_left = []
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self.in_animation_2 = False
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self.sprites_left.append(pygame.image.load("Sprites/Idle/Player_left.png"))
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self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_1.png"))
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self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_2.png"))
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self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_3.png"))
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self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_4.png"))
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self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_5.png"))
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self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_6.png"))
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self.current_sprite_left = 0
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self.image = self.sprites_left[self.current_sprite_left]
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self.rect = self.image.get_rect()
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self.rect.topleft = [pos_x,pos_y]
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def animate_right(self, start):
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self.in_animation = start
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def animate_left(self, start):
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self.in_animation_2 = start
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def sides(self, start):
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self.side = start
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def input(self):
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keys = pygame.key.get_pressed()
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self.direction.y = (keys[pygame.K_DOWN] or keys[pygame.K_s]) - (keys[pygame.K_UP] or keys[pygame.K_w])
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self.direction.x = (keys[pygame.K_RIGHT] or keys[pygame.K_d]) - (keys[pygame.K_LEFT] or keys[pygame.K_a])
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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.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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# Animation for moving right
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if self.direction.x > 0:
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self.animate_right(True)
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self.animate_left(False)
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self.side = True
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self.image = self.sprites_right[int(self.current_sprite_right)]
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self.current_sprite_right = (self.current_sprite_right + 0.2) % len(self.sprites_right)
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# Animation for moving left
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elif self.direction.x < 0:
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self.animate_left(True)
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self.animate_right(False)
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self.side = False
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self.image = self.sprites_left[int(self.current_sprite_left)]
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self.current_sprite_left = (self.current_sprite_left + 0.2) % len(self.sprites_left)
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# Idle animation when not moving
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else:
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self.animate_right(False)
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self.animate_left(False)
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# Set the idle sprite based on the last direction
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if self.side:
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self.image = self.sprites_right[0]
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else:
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self.image = self.sprites_left[0]
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if self.direction.y > 0 and self.side == True:
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self.animate_right(True)
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elif self.direction.y > 0 and self.side == False:
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self.animate_left(True)
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elif self.direction.y < 0 and self.side == True:
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self.animate_right(True)
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elif self.direction.y < 0 and self.side == False:
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self.animate_left(True)
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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.direction = direction
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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.image, angle)
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self.rect = self.image.get_rect(center = pos)
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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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self.kill()
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enemy.damage(1)
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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.direction = pygame.math.Vector2()
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self.speed = 1
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def damage(self, damage):
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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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self.kill()
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self.direction = pygame.math.Vector2.normalize(self.direction)
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self.rect.center += self.direction * self.speed
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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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self.display_surface.blit(sprite.image, offset_pos)
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def spawn_enemy():
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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, 10, 10)
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pygame.time.set_timer(spawn_enemy_event, 100)
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for i in range(20):
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spawn_enemy()
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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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if e.type == spawn_enemy_event:
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spawn_enemy()
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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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pygame.quit()
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