if keys[K_RIGHT]: hero.turn(1) if keys[K_SPACE]: space.render_pos = [0, 0] parallax.render_pos = [0, 0] if keys[K_ESCAPE]: pygame.event.post(Event.QUIT) for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() # Loop through objects and render them # for object in surface_objects: # window.blit(object.surf(), object.render_pos) hero_vector = hero.get_vector() space.move(hero_vector) parallax.move([x / 1.5 for x in hero_vector]) window.blit(space.surf(), space.render_pos) window.blit(parallax.surf(), parallax.render_pos) window.blit(hero.render, hero.render_pos) # star.render(space.surf()) if dev: pygame.draw.line( window, pygame.Color(255, 255, 255), (320, 240), (320 + 4 * hero.vel[0], 240 - 4 * hero.vel[1]) ) text = basic_font.render("Velocity: %s" % round(hero.get_speed(), 3), True, (255, 255, 255))