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- import pygame
- # init Spieldaten
-
- speed = 0
-
- def init():
- global width, height, size
- global speed_x, speed_y
- speed_x = 1
- speed_y = 1
- global black, red
- global image, image_rect
- width = 1080
- height = 720
- size = (width, height)
- black = (0, 0, 0)
- red = (255, 0, 0)
- image = pygame.image.load("ohm.png")
- image_rect = image.get_rect()
- image_rect.x = 100
- image_rect.y = 50
-
- def initRectangle():
- global rect
- x = 400
- y = 650
- width = 300
- height = 40
- rect = pygame.Rect(x, y, width, height)
-
- def input():
- global speed
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- return False
- if event.type == pygame.KEYDOWN:
- if event.key == pygame.K_LEFT:
- speed = -1
- if event.key == pygame.K_RIGHT:
- speed = 1
- if event.type == pygame.KEYUP:
- if event.key == pygame.K_LEFT:
- speed = 0
- if event.key == pygame.K_RIGHT:
- speed = 0
-
- return True
-
- def update():
- rect.x = rect.x + speed
- #if image_rect.x == 0
- image_rect.x += speed_x
- image_rect.y += speed_y
-
- def draw():
- screen.fill(black)
- screen.blit(image, image_rect)
- pygame.draw.rect(screen, red, rect)
- pygame.display.flip()
-
-
- pygame.init()
- init()
- initRectangle()
- screen = pygame.display.set_mode(size)
-
- running = True
-
-
- while running:
- running = input()
- update()
- draw()
-
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