screen.fill(clr_back) pygame.display.update() position = env.getRectPos() updatable = position + env.getRectSize() avail_state = ['prev_stop', 'left', 'right', 'forward'] image_state = random.choice(avail_state) clock = pygame.time.Clock() last_tick = pygame.time.get_ticks() image = {} for val in avail_state : image[val] = env.getRectIMG(val) def coverBack() : surface = pygame.Surface(env.getRectSize()) surface.fill(clr_back) screen.blit(surface, position) def drawRectangle(img) : surface = pygame.Surface(env.getRectSize()) surface.fill(clr_default) surface.blit(img, (0, 0)) screen.blit(surface, position) def loop() :
clr_default = env.getColor('white') screen.fill(clr_back) pygame.display.update() position = env.getRectPos() updatable = position + env.getRectSize() run = True fps = 10 avail_state = ['stop', 'fill_left', 'fill_right', 'fill_forward'] try : choosen = sys.argv[1] if (choosen is not 'stop') : choosen = 'fill_' + choosen image = env.getRectIMG(choosen) except : image = env.getRectIMG(random.choice(avail_state)) def coverBack() : surface = pygame.Surface(env.getRectSize()) surface.fill(clr_back) screen.blit(surface, position) def drawRectangle(img) : surface = pygame.Surface(env.getRectSize()) surface.fill(clr_default) surface.blit(img, (0, 0)) screen.blit(surface, position)