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- 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()
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