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bgload.py
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70 lines (58 loc) · 1.9 KB
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import pygame
class Rectangle(object):
def __init__(self):
self.x = 400
self.y = 300
self.width = 50
self.height = 50
def step(self, key):
speed = 2
if key == 'right':
self.x += 10
if key == 'left':
self.x -= 10
if key == 'up':
self.y += 10
if key == 'down':
self.y -= 10
def draw(self, screen):
self.rectangle = pygame.Rect(self.x, self.y, self.width, self.height)
pygame.draw.rect(screen, (100, 100, 100), self.rectangle)
if __name__ == "__main__":
img = pygame.image.load('images\space.jpg')
width = 800
height = 600
scaled_img = pygame.transform.scale(img, (width, height))
screen = pygame.display.set_mode((800, 600))
screen.blit(scaled_img, (0, 0))
pygame.display.set_caption('PyGame App!')
player1 = pygame.image.load('images\ship.png')
player1 = pygame.transform.scale(player1, (50, 50))
spritex = 400
spritey = 300
pygame.init()
box = Rectangle()
running = True
while running:
screen.blit(player1, (spritex, spritey))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]:
spritex += 10
screen.blit(scaled_img, (0, 0))
if keys[pygame.K_LEFT]:
spritex -= 10
screen.blit(scaled_img, (0, 0))
if keys[pygame.K_UP]:
spritey -= 10
screen.blit(scaled_img, (0, 0))
if keys[pygame.K_DOWN]:
spritey += 10
screen.blit(scaled_img, (0, 0))
pygame.display.update()
pygame.quit()