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- # Example file showing a basic pygame "game loop"
- import pygame
- # pygame setup
- pygame.init()
- screen = pygame.display.set_mode((800, 600))
- clock = pygame.time.Clock()
- running = True
- game_window = pygame.Surface((128, 128))
- side_walls = [
- pygame.image.load("Walls/SideWall1.png").convert_alpha(),
- pygame.image.load("Walls/SideWall2.png").convert_alpha(),
- pygame.image.load("Walls/SideWall3.png").convert_alpha()
- ]
- flipped_walls = [
- pygame.transform.flip(side_walls[0], True, False),
- pygame.transform.flip(side_walls[1], True, False),
- pygame.transform.flip(side_walls[2], True, False)
- ]
- front_walls = [
- pygame.image.load("Walls/FrontWall1.png").convert_alpha(),
- pygame.image.load("Walls/FrontWall2.png").convert_alpha(),
- pygame.image.load("Walls/FrontWall3.png").convert_alpha()
- ]
- 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
- game_window.fill("black")
- # RENDER YOUR GAME HERE
- game_window.blit(side_walls[0], (0, 0))
- game_window.blit(side_walls[1], (16, 0))
- game_window.blit(side_walls[2], (32, 0))
- game_window.blit(front_walls[2], (50, 0))
- game_window.blit(flipped_walls[0], (128, 0))
- game_window.blit(flipped_walls[1], (128 - 16, 0))
- game_window.blit(flipped_walls[2], (128 - 32, 0))
- game_window = pygame.transform.smoothscale(game_window, (800, 600), screen)
- screen.blit(game_window, (0, 0))
- # flip() the display to put your work on screen
- pygame.display.flip()
- clock.tick(60) # limits FPS to 60
- pygame.quit()
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