9.5: Describing the Data Structures
- Page ID
- 13615
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\(\newcommand{\avec}{\mathbf a}\) \(\newcommand{\bvec}{\mathbf b}\) \(\newcommand{\cvec}{\mathbf c}\) \(\newcommand{\dvec}{\mathbf d}\) \(\newcommand{\dtil}{\widetilde{\mathbf d}}\) \(\newcommand{\evec}{\mathbf e}\) \(\newcommand{\fvec}{\mathbf f}\) \(\newcommand{\nvec}{\mathbf n}\) \(\newcommand{\pvec}{\mathbf p}\) \(\newcommand{\qvec}{\mathbf q}\) \(\newcommand{\svec}{\mathbf s}\) \(\newcommand{\tvec}{\mathbf t}\) \(\newcommand{\uvec}{\mathbf u}\) \(\newcommand{\vvec}{\mathbf v}\) \(\newcommand{\wvec}{\mathbf w}\) \(\newcommand{\xvec}{\mathbf x}\) \(\newcommand{\yvec}{\mathbf y}\) \(\newcommand{\zvec}{\mathbf z}\) \(\newcommand{\rvec}{\mathbf r}\) \(\newcommand{\mvec}{\mathbf m}\) \(\newcommand{\zerovec}{\mathbf 0}\) \(\newcommand{\onevec}{\mathbf 1}\) \(\newcommand{\real}{\mathbb R}\) \(\newcommand{\twovec}[2]{\left[\begin{array}{r}#1 \\ #2 \end{array}\right]}\) \(\newcommand{\ctwovec}[2]{\left[\begin{array}{c}#1 \\ #2 \end{array}\right]}\) \(\newcommand{\threevec}[3]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \end{array}\right]}\) \(\newcommand{\cthreevec}[3]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \end{array}\right]}\) \(\newcommand{\fourvec}[4]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \\ #4 \end{array}\right]}\) \(\newcommand{\cfourvec}[4]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \\ #4 \end{array}\right]}\) \(\newcommand{\fivevec}[5]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \\ #4 \\ #5 \\ \end{array}\right]}\) \(\newcommand{\cfivevec}[5]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \\ #4 \\ #5 \\ \end{array}\right]}\) \(\newcommand{\mattwo}[4]{\left[\begin{array}{rr}#1 \amp #2 \\ #3 \amp #4 \\ \end{array}\right]}\) \(\newcommand{\laspan}[1]{\text{Span}\{#1\}}\) \(\newcommand{\bcal}{\cal B}\) \(\newcommand{\ccal}{\cal C}\) \(\newcommand{\scal}{\cal S}\) \(\newcommand{\wcal}{\cal W}\) \(\newcommand{\ecal}{\cal E}\) \(\newcommand{\coords}[2]{\left\{#1\right\}_{#2}}\) \(\newcommand{\gray}[1]{\color{gray}{#1}}\) \(\newcommand{\lgray}[1]{\color{lightgray}{#1}}\) \(\newcommand{\rank}{\operatorname{rank}}\) \(\newcommand{\row}{\text{Row}}\) \(\newcommand{\col}{\text{Col}}\) \(\renewcommand{\row}{\text{Row}}\) \(\newcommand{\nul}{\text{Nul}}\) \(\newcommand{\var}{\text{Var}}\) \(\newcommand{\corr}{\text{corr}}\) \(\newcommand{\len}[1]{\left|#1\right|}\) \(\newcommand{\bbar}{\overline{\bvec}}\) \(\newcommand{\bhat}{\widehat{\bvec}}\) \(\newcommand{\bperp}{\bvec^\perp}\) \(\newcommand{\xhat}{\widehat{\xvec}}\) \(\newcommand{\vhat}{\widehat{\vvec}}\) \(\newcommand{\uhat}{\widehat{\uvec}}\) \(\newcommand{\what}{\widehat{\wvec}}\) \(\newcommand{\Sighat}{\widehat{\Sigma}}\) \(\newcommand{\lt}{<}\) \(\newcommand{\gt}{>}\) \(\newcommand{\amp}{&}\) \(\definecolor{fillinmathshade}{gray}{0.9}\)""" This program has three data structures to represent the player, enemy squirrels, and grass background objects. The data structures are dictionaries with the following keys: Keys used by all three data structures: 'x' - the left edge coordinate of the object in the game world (not a pixel coordinate on the screen) 'y' - the top edge coordinate of the object in the game world (not a pixel coordinate on the screen) 'rect' - the pygame.Rect object representing where on the screen the object is located. Player data structure keys: 'surface' - the pygame.Surface object that stores the image of the squirrel which will be drawn to the screen. 'facing' - either set to LEFT or RIGHT, stores which direction the player is facing. 'size' - the width and height of the player in pixels. (The width & height are always the same.) 'bounce' - represents at what point in a bounce the player is in. 0 means standing (no bounce), up to BOUNCERATE (the completion of the bounce) 'health' - an integer showing how many more times the player can be hit by a larger squirrel before dying. Enemy Squirrel data structure keys: 'surface' - the pygame.Surface object that stores the image of the squirrel which will be drawn to the screen. 'movex' - how many pixels per frame the squirrel moves horizontally. A negative integer is moving to the left, a positive to the right. 'movey' - how many pixels per frame the squirrel moves vertically. A negative integer is moving up, a positive moving down. 'width' - the width of the squirrel's image, in pixels 'height' - the height of the squirrel's image, in pixels 'bounce' - represents at what point in a bounce the player is in. 0 means standing (no bounce), up to BOUNCERATE (the completion of the bounce) 'bouncerate' - how quickly the squirrel bounces. A lower number means a quicker bounce. 'bounceheight' - how high (in pixels) the squirrel bounces Grass data structure keys: 'grassImage' - an integer that refers to the index of the pygame.Surface object in GRASSIMAGES used for this grass object """
The comments from lines 1 [37] to 25 [61] are in one large, multi-line string. They describe the keys in the player squirrel, enemy squirrel, and grass objects. In Python, a multi-line string value by itself works as a multi-line comment.