if event.key == pg.K_ESCAPE: running = False elif event.key == pg.K_LEFT: sprite.rect.x -= 5 elif event.key == pg.K_RIGHT: sprite.rect.x += 5 elif event.key == pg.K_DOWN: sprite.rect.y += 5 elif event.key == pg.K_UP: sprite.rect.y -= 5 renderer.clear() t += 1 img = sprite.image img.angle += 1 img.flip_x = t % 50 < 25 img.flip_y = t % 100 < 50 img.color[0] = int(255.0 * (0.5 + math.sin(0.5 * t + 10.0) / 2.0)) img.alpha = int(255.0 * (0.5 + math.sin(0.1 * t) / 2.0)) # img.draw(dstrect=(x, y, 5 * img.srcrect['w'], 5 * img.srcrect['h'])) group.draw(renderer) renderer.present() clock.tick(60) win.title = str("FPS: {}".format(clock.get_fps())) pg.quit()
event.type == pygame.WINDOWEVENT and event.event == pygame.WINDOWEVENT_CLOSE: win2.destroy() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False elif event.key == pygame.K_LEFT: x -= 5 elif event.key == pygame.K_RIGHT: x += 5 elif event.key == pygame.K_DOWN: y += 5 elif event.key == pygame.K_UP: y -= 5 elif event.key == pygame.K_f: if full == 0: win.set_fullscreen(True) full = 1 else: win.set_windowed() full = 0 elif event.key == pygame.K_SPACE: bg_index = (bg_index + 1) % len(backgrounds) renderer.draw_color = backgrounds[bg_index] renderer.clear() renderer.copy_pos(tex, x, y) renderer.present() clock.tick(60) win.title = str('FPS: {}'.format(clock.get_fps()))
if event.key == pg.K_ESCAPE: running = False elif event.key == pg.K_LEFT: sprite.rect.x -= 5 elif event.key == pg.K_RIGHT: sprite.rect.x += 5 elif event.key == pg.K_DOWN: sprite.rect.y += 5 elif event.key == pg.K_UP: sprite.rect.y -= 5 renderer.clear() t += 1 img = sprite.image img.angle += 1 img.flip_x = t % 50 < 25 img.flip_y = t % 100 < 50 img.color[0] = int(255.0 * (0.5 + math.sin(0.5 * t + 10.0) / 2.0)) img.alpha = int(255.0 * (0.5 + math.sin(0.1 * t) / 2.0)) # img.draw(dstrect=(x, y, 5 * img.srcrect['w'], 5 * img.srcrect['h'])) group.draw(renderer) renderer.present() clock.tick(60) win.title = str(f"FPS: {clock.get_fps()}") pg.quit()