Add collision and horse stopping on collision. Start implementing flags functionality
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import pygame
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import pygame
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class GameObject:
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import random
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x = 0
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y = 0
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class GameObject:
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def __init__(self, image_path, x=0, y=0):
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x = 0
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self.image = pygame.image.load(image_path)
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y = 0
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self.rect = self.image.get_rect(topleft=(x,y))
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def __init__(self, image_path, x=0, y=0):
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self.set_position(x, y)
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self.image = pygame.image.load(image_path)
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def draw(self, surface):
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self.rect = self.image.get_rect(topleft=(x,y))
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surface.blit(self.image, self.rect)
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self.set_position(x, y)
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def set_position(self, x, y): # TODO: FIX CENTERING
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def draw(self, surface):
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self.rect.x = x
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surface.blit(self.image, self.rect)
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self.rect.y = y
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def set_position(self, x, y): # TODO: FIX CENTERING
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self.x = x
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self.rect.x = x
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self.y = y
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self.rect.y = y
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def move(self, dx, dy):
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self.x = x
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self.set_position(self.rect.x + dx, self.rect.y + dy)
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self.y = y
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def set_size(self, width, height):
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def move(self, dx, dy):
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self.image = pygame.transform.scale(self.image, (width,height))
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self.set_position(self.rect.x + dx, self.rect.y + dy)
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self.rect = self.image.get_rect(topleft=(self.x,self.y))
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def set_size(self, width, height):
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def scale_by(self, scale):
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self.image = pygame.transform.scale(self.image, (width,height))
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self.image = pygame.transform.scale(self.image, (self.image.get_width() * scale, self.image.get_height() * scale))
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self.rect = self.image.get_rect(topleft=(self.x,self.y))
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self.rect = self.image.get_rect(topleft=(self.x,self.y))
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def scale_by(self, scale):
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def get_position(self):
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self.image = pygame.transform.scale(self.image, (self.image.get_width() * scale, self.image.get_height() * scale))
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return (self.x, self.y)
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self.rect = self.image.get_rect(topleft=(self.x,self.y))
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def get_position(self):
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return (self.x, self.y)
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class Horse(GameObject):
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default_vacceleration = 1
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vspeed = 0
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class Horse(GameObject):
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vacceleration = 0
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default_vacceleration = 0.5
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def __init__(self, image_path, x, y):
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vspeed = 0
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self.vspeed = 0
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vacceleration = 0
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self.vacceleration = 0
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stopped = False
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super().__init__(image_path, x, y)
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color = ()
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def apply_vspeed(self):
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def __init__(self, image_path, x, y):
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pos = self.get_position()
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self.vspeed = 0
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self.set_position(pos[0], pos[1] + self.vspeed)
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self.vacceleration = 0
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def apply_vacceleration(self):
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self.stopped = False
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self.vspeed += self.vacceleration
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self.color = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))
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def set_vspeed(self, speed):
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super().__init__(image_path, x, y)
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self.vspeed = speed
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self.set_size(75, 75)
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def add_vspeed(self, delta):
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def apply_vspeed(self):
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self.vspeed += delta
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pos = self.get_position()
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def set_vacceleration(self, vacceleration):
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self.set_position(pos[0], pos[1] + self.vspeed)
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self.vacceleration = vacceleration
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def apply_vacceleration(self):
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def up(self):
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self.vspeed += self.vacceleration
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self.set_vacceleration(-self.default_vacceleration)
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def set_vspeed(self, speed):
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def down(self):
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self.vspeed = speed
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self.set_vacceleration(self.default_vacceleration)
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def add_vspeed(self, delta):
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def stay(self):
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self.vspeed += delta
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self.set_vacceleration(0)
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def set_vacceleration(self, vacceleration):
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self.vacceleration = vacceleration
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def up(self):
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self.set_vacceleration(-self.default_vacceleration)
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def down(self):
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class Background(GameObject):
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self.set_vacceleration(self.default_vacceleration)
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def __init__(self, image_path, x, y):
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def stay(self):
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super().__init__(image_path, x, y)
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self.set_vacceleration(0)
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def stop(self):
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class Barrier(GameObject):
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self.stopped = True
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def __init__(self, image_path, x, y):
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self.set_vacceleration(0)
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super().__init__(image_path, x, y)
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self.set_vspeed(0)
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class Background(GameObject):
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def __init__(self, image_path, x, y):
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super().__init__(image_path, x, y)
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class Barrier(GameObject):
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def __init__(self, image_path, x, y):
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super().__init__(image_path, x, y)
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class UI:
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children = []
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horizontal_offset = 25
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mark_size = 5
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def __init__(self):
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self.children = []
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def add_children(self, children):
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new_children = [child for child in children if child not in self.children]
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self.children.extend(new_children)
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def draw_marks(self, screen):
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x0 = 50
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y0 = 300
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for child in self.children:
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if isinstance(child, Horse):
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x0 += self.horizontal_offset
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x1 = x0 + self.mark_size
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y1 = y0 - self.mark_size
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pygame.draw.rect(screen, child.color, (x0, y0, x1, y1))
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@@ -1,52 +1,66 @@
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import pygame
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import pygame
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import sys
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import sys
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from gameobjects import *
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from gameobjects import *
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pygame.init()
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pygame.init()
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WIDTH, HEIGHT = 800, 600
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WIDTH, HEIGHT = 800, 600
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screen = pygame.display.set_mode((WIDTH, HEIGHT))
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screen = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption("NIC_Project")
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pygame.display.set_caption("NIC_Project")
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WHITE = (255, 255, 255)
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WHITE = (255, 255, 255)
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grass = Background("images/grass.jpg", 0, 0)
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UI = UI()
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horse1 = Horse("images/horse.png", 50, 50)
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grass = Background("images/grass.jpg", 0, 0)
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barrier1 = Barrier("images/barrier.png", 400, 300)
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horse1 = Horse("images/horse.png", 50, 50)
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barrier1 = Barrier("images/barrier.png", 400, 300)
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BARRIER_SPEED = 1
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BARRIER_SPEED = 1
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horse1.set_size(75, 75)
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grass.set_size(WIDTH, HEIGHT)
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grass.set_size(WIDTH, HEIGHT)
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gameobjects = [grass, horse1, barrier1]
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gameobjects = [grass, horse1, barrier1]
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horses = [horse1]
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horses = [Horse("images/horse.png", 50, 50) for i in range(5)]
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barriers = [barrier1]
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barriers = [barrier1]
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while True:
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for event in pygame.event.get():
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UI.add_children(horses)
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if event.type == pygame.QUIT:
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while True:
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pygame.quit()
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for event in pygame.event.get():
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sys.exit()
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if event.type == pygame.QUIT:
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pygame.quit()
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keys = pygame.key.get_pressed()
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sys.exit()
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for horse in horses:
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keys = pygame.key.get_pressed()
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if keys[pygame.K_UP]:
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horse.up()
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for horse in horses:
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elif keys[pygame.K_DOWN]:
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if horse.stopped == False:
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horse.down()
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if keys[pygame.K_UP]:
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else:
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horse.up()
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horse.stay()
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elif keys[pygame.K_DOWN]:
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horse.down()
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horse.apply_vacceleration()
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else:
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horse.apply_vspeed()
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horse.stay()
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horse.draw(screen)
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else:
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horse.move(-BARRIER_SPEED, 0)
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for barrier in barriers:
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barrier.move(-BARRIER_SPEED, 0)
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horse.apply_vacceleration()
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horse.apply_vspeed()
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for object in gameobjects:
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horse.draw(screen)
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object.draw(screen)
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for barrier in barriers:
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pygame.display.flip()
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barrier.move(-BARRIER_SPEED, 0)
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pygame.time.Clock().tick(60)
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# Checking collisions between horses and barriers
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for horse in horses:
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if horse.stopped == False:
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for barrier in barriers:
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if horse.rect.colliderect(barrier.rect):
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horse.stop()
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for object in gameobjects:
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object.draw(screen)
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UI.draw_marks(screen)
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pygame.display.flip()
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pygame.time.Clock().tick(60)
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