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@JeffersGlass
Created October 11, 2020 23:20
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import pygame
import sys #will use the exit function
#Loads all the main pygame modules and initializes them
pygame.init()
screen_width=640
screen_height=480
guyImg = pygame.image.load('guy.png')
guyBigImgRight = pygame.transform.scale(guyImg, (200,200))
guyBigImgLeft = pygame.transform.flip(guyBigImgRight, True, False)
imageToDraw = guyBigImgRight
guyX = 100
guyY = 100
guySpeed = 5
guyVerticalSpeed = 0
circleSpeed = 100 #pixels per second
objectList = list()
myClock = pygame.time.Clock()
#Create a new Surface with the dimensions listed above
screen=pygame.display.set_mode((screen_width, screen_height))
#Loop forever:
while True:
dt = myClock.tick(30)
#The following makes the window close when clicking the "X" or exit button
#Without this, the window will nouot close, and will need to be killed
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
screen.fill((0,0,0))
screen.blit(imageToDraw, (guyX,guyY))
keyPressedValues = pygame.key.get_pressed()
if keyPressedValues[pygame.K_RIGHT]:
guyX += guySpeed
imageToDraw = guyBigImgRight
if keyPressedValues[pygame.K_LEFT]:
guyX -= guySpeed
imageToDraw = guyBigImgLeft
if keyPressedValues[pygame.K_UP]: guyVerticalSpeed = -20
guyVerticalSpeed += 2
guyY += guyVerticalSpeed
if guyY > screen_height - 200:
guyY = screen_height - 200
guyVerticalSpeed = 0
#Apply all the changes we've made to the screen surface
#And draw them to the screen
pygame.display.flip()
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