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rectangle.py
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import pygame
pygame.init()
win = pygame.display.set_mode((500,480))
pygame.display.set_caption("First Game")
bg = pygame.image.load('images/bg.jpg')
char = pygame.image.load('images/standing.png')
walkLeft = [pygame.image.load('images/L{}.png'.format(i)) for i in range(1,10)]
walkRight = [pygame.image.load('images/R{}.png'.format(i)) for i in range(1,10)]
clock = pygame.time.Clock()
x =50
y = 400
width = 64
height = 64
vel = 5
isJump = False
jumpCount = 10
left = False
right = False
walkCount = 0
run = True
def redrawGameWindow():
global walkCount
win.blit(bg, (0,0))
if walkCount + 1 >=27:
walkCount = 0
if left:
win.blit(walkLeft[walkCount//3], (x,y))
walkCount += 1
elif right:
win.blit(walkRight[walkCount//3], (x,y))
walkCount += 1
else:
win.blit(char, (x,y))
pygame.display.update()
while run:
clock.tick(27)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and x > vel:
x -= vel
left = True
right = False
elif keys[pygame.K_RIGHT] and x < 500 - width - vel:
x += vel
left = False
right = True
else:
left = False
right = False
walkCount = 0
if not isJump:
if keys[pygame.K_SPACE]:
isJump = True
left = False
right = False
walkCount = 0
else:
if jumpCount >= -10:
neg = 1
if jumpCount < 0:
neg = -1
y -= jumpCount**2 * 0.5 * neg
jumpCount -= 1
else:
isJump = False
jumpCount = 10
redrawGameWindow()
pygame.quit()