<commit_before>import pygame, sys, math, random

class Enemy():
    def __init__(self, speed=0, pos=[0,0], size=64):
        self.size = size
        self.imagesLeft = [pygame.transform.scale(pygame.image.load("Resources/Enemy/Enemy-Pew Left2.png"), [self.size,self.size])]
        self.imagesRight = [pygame.transform.scale(pygame.image.load("Resources/Enemy/Enemy-Pew Right.png"), [self.size,self.size]),
                           pygame.transform.scale(pygame.image.load("Resources/Enemy/Enemy-Pew Right2.png"), [self.size,self.size])]
        self.imagesUp = [pygame.transform.scale(pygame.image.load("Resources/Enemy/Enemy-Pew Up.png"), [self.size,self.size]),
                           pygame.transform.scale(pygame.image.load("Resources/Enemy/Enemy-Pew Up2.png"), [self.size,self.size])]
        self.imagesDown = [pygame.transform.scale(pygame.image.load("Resources/Enemy/Enemy-Pew Down.png"), [self.size,self.size]),
                           pygame.transform.scale(pygame.image.load("Resources/Enemy/Enemy-Pew Down2.png"), [self.size,self.size])]
        self.blankImage = pygame.image.load("Resources/Player/blank.png")


        self.maxSpeed = speed

        self.kind = "normal"

        self.didBounceX = False
        self.didBounceY = False
        self.inflationTime = 0
        self.inflationLevel = 0
        self.inflationMaxLevel = 10
        self.inflationMaxTime = 2

        self.state = "right"
        self.prevState = "right"

        self.frame = 0
        self.blinkFrame = 0

        self.animationTimer = 0
        self.animationTimerMax = .3 * 60 #seconds * 60 fps

        self.images = self.imagesRight
        self.image = self.images[self.frame]
        self.rect = self.image.get_rect(center = pos)
        self.maxFrame = len(self.images) - 1
        
        self.decideDirection()
        
        self.hit = False


    def move(self):
        self.didBounceX = False
        self.didBounceY = False
        self.speed = [self.speedx, self.speedy]
        self.rect = self.rect.move(self.speed)
        if self.speedx != 0:     #moving left/right
            if self.rect.left % self.size == 0:
                self.decideDirection()
        else:     #moving up/down
            if self.rect.top % self.size == 0:<commit_msg>I dont think I did anythimngh<commit_after>import pygame, sys, math, random

class Enemy():
    def __init__(self, speed=0, pos=[0,0], size=64):
        self.size = size
        self.imagesLeft = [pygame.transform.scale(pygame.image.load("Resources/Enemy/Enemy-Pew Left2.png"), [self.size,self.size])]
        self.imagesRight = [pygame.transform.scale(pygame.image.load("Resources/Enemy/Enemy-Pew Right.png"), [self.size,self.size]),
                           pygame.transform.scale(pygame.image.load("Resources/Enemy/Enemy-Pew Right2.png"), [self.size,self.size])]
        self.imagesUp = [pygame.transform.scale(pygame.image.load("Resources/Enemy/Enemy-Pew Up.png"), [self.size,self.size]),
                           pygame.transform.scale(pygame.image.load("Resources/Enemy/Enemy-Pew Up2.png"), [self.size,self.size])]
        self.imagesDown = [pygame.transform.scale(pygame.image.load("Resources/Enemy/Enemy-Pew Down.png"), [self.size,self.size]),
                           pygame.transform.scale(pygame.image.load("Resources/Enemy/Enemy-Pew Down2.png"), [self.size,self.size])]
        self.blankImage = pygame.image.load("Resources/Player/blank.png")


        self.maxSpeed = speed

        self.kind = "normal"

        self.didBounceX = False
        self.didBounceY = False
        self.inflationTime = 0
        self.inflationLevel = 0
        self.inflationMaxLevel = 10
        self.inflationMaxTime = 2

        self.state = "right"
        self.prevState = "right"

        self.frame = 0
        self.blinkFrame = 0

        self.animationTimer = 0
        self.animationTimerMax = .05 * 60 #seconds * 60 fps

        self.images = self.imagesRight
        self.image = self.images[self.frame]
        self.rect = self.image.get_rect(center = pos)
        self.maxFrame = len(self.images) - 1
        
        self.decideDirection()
        
        self.hit = False


    def move(self):
        self.didBounceX = False
        self.didBounceY = False
        self.speed = [self.speedx, self.speedy]
        self.rect = self.rect.move(self.speed)
        if self.speedx != 0:     #moving left/right
            if self.rect.left % self.size == 0:
                self.decideDirection()
        else:     #moving up/down
            if self.rect.top % self.size == 0:
{'fraction_non_alphanumeric': 0.1338012722088177, 'fraction_numerical': 0.01162535643781531, 'mean_word_length': 2.2386363636363638, 'pattern_counts': {'":': 0, '<': 3, '<?xml version=': 0, '>': 3, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '5943191', 'n_tokens_mistral': 1507, 'n_tokens_neox': 1445, 'n_words': 232}