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- print ("Hello World")
- import pygame
- # pygame setup
- pygame.init()
- screen = pygame.display.set_mode((1280, 720))
- clock = pygame.time.Clock()
- running = True
- dt = 0
- 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("red")
- pygame.draw.circle(screen, "white", player_pos, 40)
- keys = pygame.key.get_pressed()
- if keys[pygame.K_w]:
- player_pos.y -= 300 * dt
- if keys[pygame.K_s]:
- player_pos.y += 300 * dt
- if keys[pygame.K_a]:
- player_pos.x -= 300 * dt
- if keys[pygame.K_d]:
- player_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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