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refcode.py
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61 lines (52 loc) · 2.07 KB
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if not pygame.sprite.collide_rect(sprite, play_field):
collide = True
elif pygame.sprite.groupcollide(self, passive, False, False):
collide = True
if collide:
top_row = PlayingField(360, 80, 200, 20)
self.center[1] -= 20
for sprite2 in iter(self):
sprite2.rect = sprite2.rect.move(0, -20)
self.remove(sprite2)
passive.add(sprite2)
if pygame.sprite.collide_rect(sprite2, top_row):
global dead
dead = True
if not block_list:
block_list = sequence_generator()
if not bool(self):
self.type = block_list[-1]
self.add(Blocks(block_list.pop()))
passive.check_for_point() # did a row get cleared
return collide
def pause_menu(screen1):
pygame.mixer.music.set_volume(0.15)
pausemenu = pygame.image.load("img/pausemenu.png")
pausemenurect = pausemenu.get_rect()
screen1.blit(pausemenu, pausemenurect)
pygame.display.flip()
while True:
for event1 in pygame.event.get():
if event1.type == QUIT:
exit()
if event1.type == KEYDOWN and event1.key == K_SPACE:
return
elif event1.type == KEYDOWN and event1.key == K_q:
exit()
if not pygame.sprite.collide_rect(sprite, play_field):
collide = True
elif pygame.sprite.groupcollide(self, passive, False, False):
collide = True
if collide:
for sprite2 in iter(self):
sprite2.rect = sprite2.rect.move(20, 0)
if not pygame.sprite.collide_rect(sprite, play_field):
collide = True
elif pygame.sprite.groupcollide(self, passive, False, False):
collide = True
if collide:
for sprite2 in iter(self):
sprite2.rect = sprite2.rect.move(-20, 0)
for event in pygame.event.get():
while dead:
print("LELELELE YOU DED")