from operator import pos import pygame # pygame setup pygame.init() screen = pygame.display.set_mode((1280, 720)) clock = pygame.time.Clock() running = True dt = 0 smer = "none" player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2) while running: # poll for events # pygame.QUIT event means the user clicked X to close your window for event in pygame.event.get(): if event.type == pygame.QUIT: running = False # fill the screen with a color to wipe away anything from last frame screen.fill("pink") pygame.draw.circle(screen, "lightblue", player_pos, 40) keys = pygame.key.get_pressed() if keys[pygame.K_w]: smer = "up" obrazek = pygame.image.load("raketa.png").convert_alpha() if keys[pygame.K_s]: smer = "down" obrazek = pygame.image.load("raketa.png").convert_alpha() obrazek = pygame.transform.rotate(obrazek, 180) if keys[pygame.K_a]: smer = "left" obrazek = pygame.image.load("raketa.png").convert_alpha() obrazek = pygame.transform.rotate(obrazek, 90) if keys[pygame.K_d]: smer = "right" obrazek = pygame.image.load("raketa.png").convert_alpha() obrazek = pygame.transform.rotate(obrazek, 270) if keys[pygame.K_SPACE]: smer = "none" if smer == "up": pos.y -= 300 * dt if smer == "down": pos.y += 300 * dt if smer == "left": pos.x -= 300 * dt if smer == "right": pos.x += 300 * dt # flip() the display to put your work on screen pygame.display.flip() # limits FPS to 60 # dt is delta time in seconds since last frame, used for framerate- # independent physics. dt = clock.tick(60) / 1000 pygame.quit()