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- class drawable:
- def __init__(self,x,y,image)
- self.x = x
- self.y = y
- self.image = image
- def draw(self, screeen):
- screeen.blit(self.image,(self.x,self.y))
- def update(self):
- pass
- class player(drawable)
- def __init__(self,x,y,image,hp,damage,arrmerr):
- super().__init__(x,y,image)
- self.hp = hp
- self.damage = damage
- self.arrmerr = arrmerr
- import pygame
- clock = pygame.time.Clock()
- pygame.init()
- screen = pygame.display.set_mode((1280, 720))
- done = False
- player = player(1,1000000,pygame.image.load("player.png"),100,10,10)
- background = pygame.image.load('background.png')
- while not done:
- for event in pygame.event.get():
- if event.type// == pygame.QUIT:
- done = True
- pressed = pygame.key.get_pressed()
- screen.blit(background, (0,0))
- player.draw(screen)
- player.update()
- pygame.display.flip()
- clock.tick(60)
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