from operator import pos import pygame # pygame setup pygame.init() screen = pygame.display.set_mode((1280, 720)) clock = pygame.time.Clock() running = True player = pygame.sprite.Sprite() player.image = pygame.image.load("raketa.png").convert_alpha() player.rect = player.image.get_rect() player.speed = pygame.Vector2((0, 0)) player.position = pygame.Vector2((30, 30)) wall = pygame.sprite.Sprite() wall.image = pygame.Surface((10, 20)) wall.image.fill("red") wall.rect = wall.image.get_rect().move((500, 100)) everything = pygame.sprite.Group([player, wall]) while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False dt = clock.tick(60) / 1000 keys = pygame.key.get_pressed() if keys[pygame.K_w]: player.image = pygame.image.load("raketa.png").convert_alpha() if keys[pygame.K_s]: player.image = pygame.transform.rotate(player.image, 180) if keys[pygame.K_a]: player.image = pygame.transform.rotate(player.image, 90) if keys[pygame.K_d]: obrazek = pygame.transform.rotate(player.image, 270) if keys[pygame.K_SPACE]: player.image = pygame.image.load("raketa.png").convert_alpha() player.speed.x += 25.0 * dt * (keys[pygame.K_d] - keys[pygame.K_a]) player.speed.y += 25.0 * dt * (keys[pygame.K_w] - keys[pygame.K_s]) player.position += player.speed * dt player.rect.topleft = player.position # 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 screen.fill("darkblue") everything.draw(screen) pygame.quit()