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- import pygame
- import sys
- from pygame.locals import *
- pygame.init()
- screen = pygame.display.set_mode((700,700)) #Window Size
- screen.fill((100,100,0))
- pygame.display.update()
- background = pygame.image.load("space.gif") # Background
- class Character(pygame.sprite.Sprite):
- def __init__(self,position):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.image.load('Tanks.png')
- self.rect = self.image.get_rect()
- self.right = False
- self.left = False
- self.mass = 60 #kg
- self.velocity = 0
- self.rect.center = position
- self.lives = 3
- def update(self,velocity,width):
- if self.right:
- velocity += 1
- if self.left:
- velocity -= 1
- self.rect.center+=velocity
- if self.rect.center >= width-24:
- self.rect.center=width-24
- if self.rect.center <=-24:
- self.rect.center=-24
- def player_input():
- for event in pygame.event.get():
- if event.type == QUIT or event.type == KEYDOWN and event.key == K_ESCAPE:
- pygame.quit()
- if event.type == KEYDOWN and event.key == K_a:
- character.left=True
- if event.type == KEYDOWN and event.key == K_d:
- print 'd'
- character.right=True
- if event.type == KEYUP and event.key == K_a:
- character.left=False
- if event.type == KEYUP and event.key == K_d:
- character.right=False
- if event.type == MOUSEBUTTONDOWN and event.button == 1: #left
- print 'check'
- if event.type == MOUSEBUTTONDOWN and event.button == 3: #right
- print 'rcheck'
- character = Character((450,450))
- while True:
- player_input()
- screen.blit(character.image,character.rect.center)
- pygame.display.update()
- pygame.time.delay(15)
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