while True: time_passed = clock.tick(FPS) #Event handling here (to quit) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == KEYDOWN: if event.key == K_ESCAPE: pygame.quit() sys.exit() if event.key == K_LEFT: player.accel_left() if event.key == K_RIGHT: player.accel_right() if event.key == K_UP: player.accel_up() if event.key == K_DOWN: player.accel_down() if event.key == K_SPACE: player.fire_laser() screen.fill(BACKGROUND_COLOR) screen.blit(background_image, background_image.get_rect().move(0, y_pos_on_scroll)) if (y_pos_on_scroll == SCREEN_HEIGHT): y_pos_on_scroll = -1*background_image.get_size()[1] + SCREEN_HEIGHT elif (y_pos_on_scroll >= 0): screen.blit(background_image, background_image.get_rect().move(0, y_pos_on_scroll - background_image.get_size()[1] )) ''' Generate a new enemy every so often '''