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import pygame | |
from pygame.locals import * | |
class Game: | |
def __init__(self): | |
pygame.init() | |
self.screen = pygame.display.set_mode((640,480)) | |
self.running = 1 | |
self.clock = pygame.time.Clock() | |
self.rect = pygame.Rect(0,0,640,480) | |
def reDraw(self): | |
pygame.display.flip() | |
def tick(self,fps): | |
self.clock.tick(fps) | |
class Player: | |
def __init__(self,n): | |
self.name = n | |
self.x = 0 | |
self.y = 0 | |
self.vx = 0 | |
self.vy = 0 | |
self.speed = 1 | |
self.image = None | |
self.rect = None | |
def getInput(self,inp): | |
if inp.type == KEYDOWN and inp.key == K_DOWN: | |
self.mvDown() | |
elif inp.type == KEYUP and inp.key == K_DOWN: | |
self.stopVertical() | |
elif inp.type == KEYDOWN and inp.key == K_UP: | |
self.mvUp() | |
elif inp.type == KEYUP and inp.key == K_UP: | |
self.stopVertical() | |
elif inp.type == KEYDOWN and inp.key == K_RIGHT: | |
self.mvRight() | |
elif inp.type == KEYUP and inp.key == K_RIGHT: | |
self.stopHoriz() | |
elif inp.type == KEYDOWN and inp.key == K_LEFT: | |
self.mvLeft() | |
elif inp.type == KEYUP and inp.key == K_LEFT: | |
self.stopHoriz() | |
def setImage(self,i): | |
self.image = pygame.image.load(i) | |
self.rect = self.image.get_rect() | |
def mvUp(self): | |
self.vy -= self.speed | |
def mvDown(self): | |
self.vy += self.speed | |
def mvLeft(self): | |
self.vx -= self.speed | |
def mvRight(self): | |
self.vx += self.speed | |
def stopVertical(self): | |
self.vy = 0 | |
def stopHoriz(self): | |
self.vx = 0 | |
def Move(self): | |
self.x += self.vx | |
self.y += self.vy | |
self.rect = pygame.Rect(self.x,self.y,self.image.get_width(),self.image.get_height()) | |
def Draw(self,scr): | |
scr.blit(self.image,(self.x,self.y)) | |
game = Game() | |
player = Player("Player") | |
player.setImage("player_image.bmp") | |
while game.running == 1: | |
for x in pygame.event.get(): | |
player.getInput(x) | |
if x.type == QUIT: | |
game.running = 0 | |
pygame.quit() | |
game.tick(90) | |
game.screen.fill((0,0,0)) | |
player.Move() | |
player.Draw(g.screen) | |
game.reDraw() |
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