Added player2
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@@ -49,7 +49,6 @@ class Player(GameObject):
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elif(event.type == pygame.KEYUP and event.key == pygame.K_LEFT):
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self.keymap["left"] = False
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if(event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT):
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self.keymap["right"] = True
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@@ -92,7 +91,30 @@ class Player(GameObject):
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#print(object.pos_x, " ", object.pos_y)
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pass
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class Player2(Player):
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def __init__(self, name, screen, pos_x, pos_y, width, height, image=None) -> None:
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super().__init__(name, screen, pos_x, pos_y, width, height, image)
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def handle_input(self, event:pygame.event.EventType):
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if(event.type == pygame.KEYDOWN and event.key == pygame.K_a):
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self.keymap["left"] = True
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elif(event.type == pygame.KEYUP and event.key == pygame.K_a):
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self.keymap["left"] = False
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if(event.type == pygame.KEYDOWN and event.key == pygame.K_d):
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self.keymap["right"] = True
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elif(event.type == pygame.KEYUP and event.key == pygame.K_d):
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self.keymap["right"] = False
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if(event.type == pygame.KEYDOWN and event.key == pygame.K_t):
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#Fiiirrreee in the hole
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print("Feuer!")
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self.fire(self.screen)
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class Enemy(GameObject):
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shots_fired = list()
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@@ -128,7 +150,7 @@ class Projectile(GameObject):
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def animate(self, direction):
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self.rect = pygame.draw.rect(self.screen, (0,0,0), (self.pos_x, self.pos_y, self.width, self.height))
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self.rect = pygame.draw.rect(self.screen, (190,4,21), (self.pos_x, self.pos_y, self.width, self.height))
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if(direction == "UP"):
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self.pos_y -= self.speed
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if(direction == "DOWN"):
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@@ -137,4 +159,6 @@ class Projectile(GameObject):
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pass
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#print()
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class Item(GameObject):
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def __init__(self, name, pos_x, pos_y, width, height, image=None) -> None:
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super().__init__(name, pos_x, pos_y, width, height, image)
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