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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
- 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.image.load("raketad.png").convert_alpha()
- if keys[pygame.K_a]:
- player.image = pygame.image.load("raketal.png").convert_alpha()
- if keys[pygame.K_d]:
- player.image = pygame.image.load("raketar.png").convert_alpha()
- if keys[pygame.K_SPACE]:
- player.image = pygame.image.load("raketa.png").convert_alpha()
-
- player.speed.x += 100.0 * dt * (keys[pygame.K_d] - keys[pygame.K_a])
- player.speed.y += 100.0 * 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()
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