Добавил врагов и анимацию урона
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+2
-2
@@ -10,9 +10,9 @@
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},
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},
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"level1.tmj": {
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"level1.tmj": {
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"scale": 0.25,
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"scale": 0.25,
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"selectedLayer": 1,
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"selectedLayer": 3,
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"viewCenter": {
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"viewCenter": {
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"x": 1500,
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"x": 1092,
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"y": 5412
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"y": 5412
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}
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}
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},
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},
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@@ -10,20 +10,35 @@ class Player(arcade.SpriteList):
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super().__init__()
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super().__init__()
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self.sprite = sp[0]
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self.sprite = sp[0]
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self.append(self.sprite)
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self.append(self.sprite)
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self.damage_cooldown = 0
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self.visible = True
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def draw(self):
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def draw(self):
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if self.damage_cooldown > 0:
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self.damage_cooldown -= 1
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self.visible = not self.visible
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else:
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self.visible = True
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if self.visible:
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super().draw()
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super().draw()
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def update(self):
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def update(self,delta_time):
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if self.damage_cooldown > 0:
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self.damage_cooldown -= 1
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super().update()
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super().update()
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def damage(self,cooldown):
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coin_texture = arcade.SpriteSheet('./tiles/gold.png').get_texture_grid((64,64),4,4)
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self.damage_cooldown = cooldown
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coin_texture_reverse = coin_texture[1:-1]
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coin_texture_reverse.reverse()
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coin_texture.extend(coin_texture_reverse)
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coin_texture_reverse = None
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class Coin(arcade.Sprite):
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class Coin(arcade.Sprite):
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#Подготовка текстур для анимации
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coin_texture = arcade.SpriteSheet('./tiles/gold.png').get_texture_grid((64,64),4,4)
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coin_texture_reverse = coin_texture[1:-1]
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coin_texture_reverse.reverse()
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coin_texture.extend(coin_texture_reverse)
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del coin_texture_reverse
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sprite_list = arcade.SpriteList()
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sprite_list = arcade.SpriteList()
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texture_list = coin_texture
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texture_list = coin_texture
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del coin_texture
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def __init__(self,sprite):
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def __init__(self,sprite):
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super().__init__(sprite.textures[0],scale=sprite.scale)
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super().__init__(sprite.textures[0],scale=sprite.scale)
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self.center_x = sprite.center_x
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self.center_x = sprite.center_x
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@@ -51,6 +66,20 @@ class Coin(arcade.Sprite):
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def update_list(cls):
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def update_list(cls):
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cls.sprite_list.update()
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cls.sprite_list.update()
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class Enemy(arcade.Sprite):
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sprite_list = arcade.SpriteList()
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def __init__(self,sprite):
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super().__init__(sprite.texture,scale=sprite.scale)
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self.center_x = sprite.center_x
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self.center_y = sprite.center_y
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self.angle = sprite.angle
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Enemy.sprite_list.append(self)
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def collision(self):
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pass
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@classmethod
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def draw(cls):
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cls.sprite_list.draw()
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class MainView(arcade.View):
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class MainView(arcade.View):
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def __init__(self):
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def __init__(self):
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super().__init__()
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super().__init__()
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@@ -60,18 +89,25 @@ class MainView(arcade.View):
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self.key_left = False
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self.key_left = False
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self.key_right = False
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self.key_right = False
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self.tile_map = arcade.load_tilemap('./level1.tmj',scaling=0.5)
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self.tile_map = arcade.load_tilemap('./level1.tmj',scaling=0.5)
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#Стены
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self.walls = self.tile_map.sprite_lists["map"]
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self.walls = self.tile_map.sprite_lists["map"]
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#Фоновые тайлы
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self.background = self.tile_map.sprite_lists["back"]
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self.background = self.tile_map.sprite_lists["back"]
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#Объекты монеток
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for coin in self.tile_map.sprite_lists["coins"]:
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for coin in self.tile_map.sprite_lists["coins"]:
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Coin(coin)
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Coin(coin)
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#Объекты врагов
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for enemy in self.tile_map.sprite_lists["enemy"]:
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Enemy(enemy)
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#Объект игрока
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self.player = Player(self.tile_map.sprite_lists["player"])
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self.player = Player(self.tile_map.sprite_lists["player"])
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#Подключаем физику только для стен и гравитации
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self.engine = arcade.PhysicsEnginePlatformer(
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self.engine = arcade.PhysicsEnginePlatformer(
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player_sprite=self.player.sprite,
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player_sprite=self.player.sprite,
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gravity_constant=GRAVITY,
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gravity_constant=GRAVITY,
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walls=self.walls
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walls=self.walls
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)
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)
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self.engine.allow_multi_jump = False
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#Создаем камеру
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self.camera = arcade.Camera2D()
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self.camera = arcade.Camera2D()
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def on_update(self, delta_time):
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def on_update(self, delta_time):
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@@ -83,7 +119,9 @@ class MainView(arcade.View):
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self.player.sprite.change_x = 10
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self.player.sprite.change_x = 10
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else:
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else:
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self.player.sprite.change_x = 0
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self.player.sprite.change_x = 0
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#self.player.update(delta_time)
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self.engine.update()
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self.engine.update()
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#Перемещение камеры на игрока
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screen_center_x, screen_center_y = self.player.sprite.position
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screen_center_x, screen_center_y = self.player.sprite.position
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if screen_center_x < self.camera.viewport_width/2:
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if screen_center_x < self.camera.viewport_width/2:
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screen_center_x = self.camera.viewport_width/2
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screen_center_x = self.camera.viewport_width/2
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@@ -92,15 +130,23 @@ class MainView(arcade.View):
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if screen_center_x > (self.tile_map.width*self.tile_map.tile_width*self.tile_map.scaling) - self.camera.viewport_width/2:
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if screen_center_x > (self.tile_map.width*self.tile_map.tile_width*self.tile_map.scaling) - self.camera.viewport_width/2:
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screen_center_x = (self.tile_map.width*self.tile_map.tile_width*self.tile_map.scaling) - self.camera.viewport_width/2
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screen_center_x = (self.tile_map.width*self.tile_map.tile_width*self.tile_map.scaling) - self.camera.viewport_width/2
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self.camera.position = screen_center_x,screen_center_y
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self.camera.position = screen_center_x,screen_center_y
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#Анимация монеток
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Coin.update_list()
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Coin.update_list()
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#Подбор монеток при колизии
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colls = arcade.check_for_collision_with_list(self.player.sprite,Coin.sprite_list)
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colls = arcade.check_for_collision_with_list(self.player.sprite,Coin.sprite_list)
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for coin in colls:
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for coin in colls:
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coin.collision()
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coin.collision()
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#Столкновения с врагами
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colls = arcade.check_for_collision_with_list(self.player.sprite,Enemy.sprite_list)
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for enemy in colls:
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enemy.collision()
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self.player.damage(10)
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def on_draw(self):
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def on_draw(self):
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self.clear()
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self.clear()
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self.camera.use()
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self.camera.use()
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self.background.draw()
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self.background.draw()
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Enemy.draw()
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Coin.draw()
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Coin.draw()
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self.player.draw()
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self.player.draw()
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self.walls.draw()
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self.walls.draw()
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