Created
January 21, 2019 00:20
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# import the pygame module | |
import pygame | |
# import pygame.locals for easier access to key coordinates | |
from pygame.locals import * | |
# Define our player object and call super to give it all the properties and methods of pygame.sprite.Sprite | |
# The surface we draw on the screen is now a property of 'player' | |
class Player(pygame.sprite.Sprite): | |
def __init__(self): | |
super(Player, self).__init__() | |
self.surf = pygame.Surface((75, 25)) | |
self.surf.fill((255, 255, 255)) | |
self.rect = self.surf.get_rect() | |
# initialize pygame | |
pygame.init() | |
# create the screen object | |
# here we pass it a size of 800x600 | |
screen = pygame.display.set_mode((800, 600)) | |
# instantiate our player; right now he's just a rectangle | |
player = Player() | |
# Variable to keep our main loop running | |
running = True | |
# Our main loop! | |
while running: | |
# for loop through the event queue | |
for event in pygame.event.get(): | |
# Check for KEYDOWN event; KEYDOWN is a constant defined in pygame.locals, which we imported earlier | |
if event.type == KEYDOWN: | |
# If the Esc key has been pressed set running to false to exit the main loop | |
if event.key == K_ESCAPE: | |
running = False | |
# Check for QUIT event; if QUIT, set running to false | |
elif event.type == QUIT: | |
running = False | |
# Draw the player to the screen | |
screen.blit(player.surf, (400, 300)) | |
# Update the display | |
pygame.display.flip() |
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