Python error

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Shok
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Python error

Příspěvekod Shok » 24 úno 2019 13:50

Mám menší problém s jedním errorem když zapnu modul tak mi to napíše "Invalid character in identifier".
nejspíš je to v té class enemy protože to začalo psát až po tom.

import pygame
pygame.init()

win = pygame.display.set_mode((500,480))

pygame.display.set_caption("First Game")

walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')

clock = pygame.time.Clock()


class player(object):
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 5
self.isJump = False
self.left = False
self.right = False
self.walkCount = 0
self.jumpCount = 10
self.standing = True

def draw(self, win):
if self.walkCount + 1 >= 27:
self.walkCount = 0

if not(self.standing):
if self.left:
win.blit(walkLeft[self.walkCount//3], (self.x,self.y))
self.walkCount += 1
elif self.right:
win.blit(walkRight[self.walkCount//3], (self.x,self.y))
self.walkCount +=1
else:
if self.right:
win.blit(walkRight[0], (self.x, self.y))
else:
win.blit(walkLeft[0], (self.x, self.y))



class projectile(object):
def __init__(self,x,y,radius,color,facing):
self.x = x
self.y = y
self.radius = radius
self.color = color
self.facing = facing
self.vel = 8 * facing

def draw(self,win):
pygame.draw.circle(win, self.color, (self.x,self.y), self.radius)

class enemy(object):
walkRight = [pygame.image.load("R1E.png"),pygame.image.load("R2E.png"), pygame.image.load("R3E.png"), pygame.image.load("R4E.png"), pygame.image.load("R5E.png"), pygame.image.load("R6E.png"), pygame.image.load("R7E.png"), pygame.image.load("R8E.png"), pygame.image.load("R9E.png"), pygame.image.load("R10E.png"), pygame.image.load("R11E.png")]
walkLeft = [pygame.image.load("L1E.png"), pygame.image.load("L2E.png"), pygame.image.load("L3E.png"), pygame.image.load("L4E.png"), pygame.image.load("L5E.png"), pygame.image.load("L6E.png"), pygame.image.load("L7E.png"), pygame.image.load("L8E.png"), pygame.image.load("L9E.png"), pygame.image.load("L10E.png"), pygame.image.load("L11E.png")]
def __init__(self, x, y, width, height, end):
self.x = x
self.y = y
self.width = width
self.height = height
self.end = end
self.path = [self.x, self.end]
self.walkCount = 0
self.vel = 3

def draw(self, win):
self.move()
if self.walkCount + 1 >= 33:
self.walkCount = 0

if self.vel >0:
win.blit(self.walkRight[self.walkCount // 3], (self.x, self.y))
walkCount += 1
else:
win.blit(self.walkLeft[self.walkCount // 3], (self.x, self.y))
walkCount += 1

def move(self):
if self.vel > 0:
if self.x + self.vel < self.path[1]:
self.x += self.vel
else:
self.vel = self.vel * -1
self.walkCount =0
else:
if self.x - self.vel > self.path[0]:
self.x += self.vel
else:
self.vel = seld.vel * -1
self.walkCount = 0






def redrawGameWindow():
win.blit(bg, (0,0))
man.draw(win)
goblin.draw(win)
for bullet in bullets:
bullet.draw(win)

pygame.display.update()


#mainloop
man = player(200, 410, 64,64)
goblin = enemy(100, 410, 64, 64, 450)
bullets = []
run = True
while run:
clock.tick(27)

for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False

for bullet in bullets:
if bullet.x < 500 and bullet.x > 0:
bullet.x += bullet.vel
else:
bullets.pop(bullets.index(bullet))

keys = pygame.key.get_pressed()

if keys[pygame.K_SPACE]:
if man.left:
facing = -1
else:
facing = 1

if len(bullets) < 5:
bullets.append(projectile(round(man.x + man.width //2), round(man.y + man.height//2), 6, (0,0,0), facing))

if keys[pygame.K_LEFT] and man.x > man.vel:
man.x -= man.vel
man.left = True
man.right = False
man.standing = False
elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
man.x += man.vel
man.right = True
man.left = False
man.standing = False
else:
man.standing = True
man.walkCount = 0

if not(man.isJump):
if keys[pygame.K_UP]:
man.isJump = True
man.right = False
man.left = False
man.walkCount = 0
else:
if man.jumpCount >= -10:
neg = 1
if man.jumpCount < 0:
neg = -1
man.y -= (man.jumpCount ** 2) * 0.5 * neg
man.jumpCount -= 1
else:
man.isJump = False
man.jumpCount = 10

redrawGameWindow()

pygame.quit()



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