import pygame import random WIDTH = 360 HEIGHT = 480 FPS = 30 # define colors WHITE = (255, 255, 255) BLACK = (0, 0, 0) RED = (255, 0, 0) GREEN = (0, 255, 0) BLUE = (0, 0, 255) class Player(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface((50, 50)) self.image.fill(GREEN) self.rect = self.image.get_rect() self.rect.center = (WIDTH / 2, HEIGHT / 2) def update(self): self.rect.x += 5 if self.rect.left > WIDTH: self.rect.right = 0 # initialize pygame and create window pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("My Game") clock = pygame.time.Clock() all_sprites = pygame.sprite.Group() player = Player() all_sprites.add(player) # Game loop running = True while running: # keep loop running at the right speed clock.tick(FPS) # Process input (events) for event in pygame.event.get(): # check for closing window if event.type == pygame.QUIT: running = False # Update # Draw / render screen.fill(BLACK) # Update all_sprites.update() # Draw / render screen.fill(BLACK) all_sprites.draw(screen) # *after* drawing everything, flip the display pygame.display.flip() pygame.quit()
settings
unfold_less visibility play_arrow