Merge pull request #10 from Markil3/build_update_finalish
general update
This commit is contained in:
75
Throot.py
75
Throot.py
@@ -7,12 +7,14 @@ import Games.Throot.map
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import Games.Throot.sprites
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import Games.Throot.sprites
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from random import randrange
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from random import randrange
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from Games.Throot.artrepository import OBSTACLES
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from Games.Throot.artrepository import *
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from Games.Throot.player import Player, Camera
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from Games.Throot.player import Player, Camera
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from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
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from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
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from Games.Throot.sprites import Obstacle, update_entities
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from Games.Throot.sprites import Obstacle, update_entities
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from Games.Throot.constants import *
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from Games.Throot.constants import *
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class GameManager:
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class GameManager:
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def __init__(self, *rooms):
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def __init__(self, *rooms):
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self.rooms = rooms
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self.rooms = rooms
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@@ -76,7 +78,6 @@ class RoomTitle(Room):
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class GameLoop(Room):
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class GameLoop(Room):
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def __init__(self):
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def __init__(self):
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self.current_depth = 0
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self.diving_velocity = 10
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self.diving_velocity = 10
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self.diving_accel = 0
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self.diving_accel = 0
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self.current_obstacle_slice = OBSTACLE_SLICES[0]
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self.current_obstacle_slice = OBSTACLE_SLICES[0]
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@@ -86,19 +87,68 @@ class GameLoop(Room):
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self.camera = None
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self.camera = None
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self.score = 0
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self.score = 0
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self.level = 0
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self.finish_depth = 0
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self.waterx = float(0)
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def start(self, event):
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def start(self, event):
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self.current_depth = 0
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self.entities.clear()
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self.entities.clear()
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self.current_obstacle_slice = OBSTACLE_SLICES[0]
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self.current_obstacle_slice = OBSTACLE_SLICES[0]
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self.player = Player()
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self.player = Player()
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self.player.yspeed = 10
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self.player.yspeed = 10
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self.score = 0
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self.score = 0
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self.finish_depth = 100 + 5 * self.level ** 2
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self.camera = Camera(self.player)
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self.camera = Camera(self.player)
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def get_obstacle_slice(self):
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def get_obstacle_slice(self):
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return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
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return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
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def draw_water(self):
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# bookwater
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# exit if depth is less than 2 screens of the finish depth
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if self.player.y + thumby.display.height < self.finish_depth:
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return
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self.waterx += sprite_water.width / CONST_FPS
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if self.waterx > sprite_water.width:
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self.waterx = 0
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# water surface.
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for i in range(math.ceil(thumby.display.width / sprite_water.width) + 1):
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x, y = self.camera.relative_to_camera(
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(int(self.waterx) - sprite_water.width) + i * sprite_water.width,
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self.finish_depth
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)
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thumby.display.blit(
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sprite_water[0],
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int(x), int(y),
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sprite_water.width, sprite_water.height,
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0,
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0, 0
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)
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# water below surface
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x, y = self.camera.relative_to_camera(
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0,
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self.finish_depth
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)
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thumby.display.drawFilledRectangle(
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int(x), int(y) + sprite_water.height,
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thumby.display.width, self.finish_depth + thumby.display.height * 3,
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1,
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)
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# win text
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if self.player.y > self.finish_depth + (thumby.display.height // 2):
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thumby.display.drawText('water reach!', 0, thumby.display.height // 4, 0)
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thumby.display.drawText(f' stage {self.level + 1}', 0, thumby.display.height // 4 + 9, 0)
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def update(self, tpf):
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def update(self, tpf):
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"""
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"""
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Executes one tick of the game
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Executes one tick of the game
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@@ -110,7 +160,10 @@ class GameLoop(Room):
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self.camera.update_phys()
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self.camera.update_phys()
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# Generate new entities as needed
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# Generate new entities as needed
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self.entities |= update_entities(self.entities, 5, self.player.ysub, self.player.prev_y)
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if abs(self.player.y) < abs(self.finish_depth):
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self.entities |= update_entities(self.entities, 5, self.player.ysub, self.player.prev_y)
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else:
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self.entities.clear()
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# Updates the entities
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# Updates the entities
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to_remove = set()
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to_remove = set()
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@@ -121,20 +174,30 @@ class GameLoop(Room):
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if isinstance(entity, Obstacle):
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if isinstance(entity, Obstacle):
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return {
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return {
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'room': ROOM_END,
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'room': ROOM_END,
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'score': self.score
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'score': self.score,
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'level': self.level + 1
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}
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}
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self.entities -= to_remove
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self.entities -= to_remove
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self.score = self.player.x#int(abs(self.player.y) * 10)
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self.score = int(abs(self.player.y) * 10)
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# finish level
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if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
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self.level += 1
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self.start({})
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thumby.display.fill(0)
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thumby.display.fill(0)
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# Draw the entities
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# Draw the entities
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for entity in self.entities:
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for entity in self.entities:
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entity.render(tpf, self.camera)
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entity.render(tpf, self.camera)
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self.player.update_draw(self.camera)
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self.player.update_draw(self.camera)
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self.draw_water()
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thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
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thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
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class EndRoom(Room):
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class EndRoom(Room):
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def __init__(self):
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def __init__(self):
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self.score = 0
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self.score = 0
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@@ -175,4 +175,11 @@ Doritoobstaclelvl5 = SpriteImage(
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30
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30
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)
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)
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sprite_water = SpriteImage(
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bytearray([224,240,240,248,252,248,240,240]),
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None,
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8,
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8
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)
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OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]
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OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]
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@@ -33,7 +33,7 @@ class Player:
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self.accaccx = self.accx
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self.accaccx = self.accx
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self.anim = PlayerAnimation(self.x, self.y)
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self.anim = PlayerAnimation(self.x, self.y)
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self.debugvisible = True
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self.debugvisible = False
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def update_phys(self, tpf, camera: Camera):
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def update_phys(self, tpf, camera: Camera):
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self.prev_x = self.xsub
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self.prev_x = self.xsub
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@@ -142,6 +142,5 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
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break
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break
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if not error:
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if not error:
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sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, False, False)
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sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, False, False)
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print("Adding obstacle of to (%d, %d) of size (%d, %d)" % (x, y, sprite_image.width, sprite_image.height))
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spawned.add(Obstacle(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
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spawned.add(Obstacle(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
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return spawned
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return spawned
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