def __init__(self, name, range, map_conf, *args, **kwargs): self.name = name self.range = range self.map_conf = map_conf super(display_sensors, self).__init__(*args, **kwargs) map = pyglet.image.load("map.png") heatbar = pyglet.image.load("heatbar.png") self.map = pyglet.sprite.Sprite(map, x=0, y=0) self.heatbar = pyglet.sprite.Sprite(heatbar, x=map.width, y=0) self.height = self.heatbar.height self.set_caption(name) self.set_size(map.width + heatbar.width, map.height) self.robot = GameObject(0, 0, "robot.png") self.pos = [] self.pxPos = [[], []] self.color = [] rospy.Subscriber(self.name, Int64, self.callback) self.sensor = 0 rospy.Subscriber("/amcl_pose", PoseWithCovarianceStamped, self.get_position) self.position = PoseWithCovarianceStamped() self.waypoints = [] self.PxWaypoints = [] self.key = None self.frame_id = rospy.get_param('~goal_frame_id', 'map') # Get a move_base action client self.client = actionlib.SimpleActionClient('move_base', MoveBaseAction) rospy.loginfo('Connecting to move_base...') self.client.wait_for_server() rospy.loginfo('Connected to move_base.') rospy.Subscriber("/move_base/status", GoalStatusArray, self.get_status) self.status = 0
def __init__(self, width, height, color, grid): GameObject.__init__(self, width, height, color, grid) self.ai = None self.fed = 0 self.lastState = None self.lastAction = None self.previousPositionTuples = []
def __init__(self): self.monster = GameObject("../Images/Monsters/1.png", 960, 660) self.radishes = [] self.tacos = [] self.window = pygame.display.set_mode((1920, 1080)) self.clock = pygame.time.Clock() self.isGameOver = False
def __init__(self, gridPosX, gridPosY, main, name, farmindex, boardPosX, boardPosY): super().__init__(gridPosX, gridPosY, main) # print(f'GridposX = {gridPosX}', f'GridposY = {gridPosY}') self.posX = GameObject.getPos(self)[0] self.posY = GameObject.getPos(self)[1] self.boardPosX = boardPosX self.boardPosY = boardPosY self.__sizeX = 64 self.__sizeY = 64 self.defaultPosX = self.posX self.defaultPosY = self.posY self.farmindex = farmindex self.__degree = -360 self.__angle = -720 self.name = name # This is here because why not self.main = main self.shakeCount = 0 self.time = 2000 self.growTimer = self.time self.isOccupied = False self.isShaking = False self.isWatered = False self.isGrown = False self.animating = False self.islocked = True self.isHardLocked = True
def onTeleportSpaceCB(self, spaceCellMailbox, spaceUType, position, direction): """ defined. baseapp返回teleportSpace的回调 """ self.teleportingSpaceUType = spaceUType GameObject.onTeleportSpaceCB(self, spaceCellMailbox, spaceUType, position, direction)
def __init__(self, sprite_can, io): GameObject.__init__(self) self.target_obj = sprite_can self.io_device = io self.max_speed = self.target_obj.height * 0.025 self.jump_velocity = self.target_obj.height * 0.05
def __init__(self, x, y, w, h, owner): GameObject.__init__(self, x, y, w, h) self.color = choice([colors.BLACK, colors.RED2]) self.owner = owner self.x = x self.y = y self.r = (w**2 + h**2)**0.5 self.mouse_button_pressed = False
def __init__(self): GameObject.init_object(self) # Components definitions self.transform = Transform(Vector2(100, 100, 1), Vector2(0, 0, 0), Vector2(0, 0, 0)) self.sprite = Resources.load("pompier.png") self.sprite = pygame.transform.scale(self.sprite, (100, 100))
def testNonIntegerMovement(self): gameMap = GameMap(1000) gameObject = GameObject([1, 0], 'drone', 'owen') gameObject.velocity = [-0.5, 0] gameMap.addObject(gameObject) gameMap.update() self.assertEqual(gameObject.loc, [0.5, 0])
def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.set_location(400, 100) self.frame_rate = 1 / 60.0 self.player = GameObject(posx=200, posy=225, image="Mario_Super.png") self.background = BackgroundObject(posx=0, posy=0, image="background_0.jpg")
def init(scene_to_init): score = 0 cat = GameObject('cat_asset', 'cat') roof = GameObject('roof_asset', 'roof') scene_to_init.add_object(cat) scene_to_init.add_object(roof) return clear_screen()
def __init__(self): GameObject.__init__(self) self.createInNewSpace(None) self.spaceUTypeB = self.cellData["spaceUType"] # 这个地图上创建的entity总数 self.tmpCreateEntityDatas = list(d_spaces.datas[self.spaceUTypeB].get("entities", []))
def __init__(self, x, y, w, h, color, offset): GameObject.__init__(self, x, y, w, h) self.color = color self.offset = offset self.moving_left = False self.moving_right = False self.moving_up = False self.moving_down = False
class GameWindow(pyglet.window.Window): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.set_location(400, 100) self.frame_rate = 1/60.0 self.player = GameObject( posx = 200, posy = 200 ,image = "Mario_Super.png") self.enemie1 = Enemies(posx=500, posy=200, image="goomba_1.png") self.enemie2 = Enemies(posx=300, posy=200, image="goomba_1.png") self.background = BackgroundObject(posx = 0, posy = 0, image ='background_0.jpg') self.brick = BackgroundObject(posx=0, posy=0, image='brick.png') def on_key_press(self, symbol, modifiers): if symbol == key.RIGHT: self.player.velx = 150 self.background.velx = -150 if symbol == key.LEFT: self.player.velx = -150 self.background.velx = 150 if symbol == key.UP: self.player.vely = 150 if symbol == key.DOWN: self.player.vely = -150 if symbol == key.A: self.player.imageList = self.player.image_list_attack if symbol == key.W: self.player.imageList = self.player.image_list_walk self.background.velx = -150 if symbol == key.S: self.player.imageList = self.player.image_list_swim if symbol == key.D: self.player.imageList = self.player.image_list_dash if symbol == key.J: self.player.imageList = self.player.image_list_jump if symbol == key.C: self.player.imageList = self.player.image_list_climb def on_key_release(self, symbol, modifiers): if symbol in (key.RIGHT, key.LEFT): self.player.velx = 0 self.background.velx = 0 if symbol in (key.UP, key.DOWN, key.C): self.player.vely =0 if symbol in (key.A, key.W, key.S, key.D, key.J, key.C): self.player.imageList = self.player.image_list_default self.background.velx = 0 def on_draw(self): self.clear() self.background.draw() self.brick.draw() self.player.draw() self.enemie1.draw() self.enemie2.draw() def update(self, dt): self.player.update(dt) self.background.update()
def test_syntax_checker_good_game1(self): # minimal valid game game_internal = Game( [[GameObject('starting_room'), GameObject('final_room')], [], [GamePassage(11, 'starting_room', 'final_room', 'N', 'S')], [], [], 'final_room', {}]) assert (GameSyntaxChecker().check(game_internal) == '') assert (GameSolver().solve(game_internal) == [['go', 'N']])
def __init__(self, texture, application): GameObject.__init__(self) self.sprite = sf.Sprite(texture) self.addChild(self.sprite) self.application = application x = texture.width / 2 y = texture.height / 2 self.origin = sf.Vector2(texture.width / 2, texture.height / 2) self.animations = Animation.createRandomGroup(self)
def alterHealth(self, dHealth, incomingImpulse, flinchValue, overcharge=False): GameObject.alterHealth(self, dHealth, incomingImpulse, flinchValue, overcharge) self.updateHealthUI()
def test_syntax_checker_wrong_game_9(self): game_internal = Game([[GameObject('roomA'), GameObject('roomB')], [], [ GamePassage(11, 'roomA', 'roomB', 'N', 'S'), GamePassage(12, 'roomB', 'roomA', 'W', 'S') ], [], [], 'roomB', {}]) assert (GameSyntaxChecker().check(game_internal) == 'multiple passages between the rooms roomA, roomB')
def __init__(self): GameObject.init_object(self) # Components definitions self.transform = Transform(Vector2(0, 0, 0), Vector2(0, 0, 0), Vector2(0, 0, 0)) self.sprite = Resources.load("flamme.png") self.sprite = pygame.transform.scale(self.sprite, (50, 50)) self.animator = AnimatorController()
def __init__(self, x, y, w, h, dots): GameObject.__init__(self, x + 10, y + 10, w, h) self.color = choice([colors.BLACK, colors.RED2]) self.r = (w**2 + h**2)**0.5 self.mouse_button_pressed = False self.live = 0 self.mo = True self.dots = dots self.time = 0
def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.set_location(400, 100) self.frame_rate = 1/60.0 self.player = GameObject( posx = 200, posy = 200 ,image = "Mario_Super.png") self.enemie1 = Enemies(posx=500, posy=200, image="goomba_1.png") self.enemie2 = Enemies(posx=300, posy=200, image="goomba_1.png") self.background = BackgroundObject(posx = 0, posy = 0, image ='background_0.jpg') self.brick = BackgroundObject(posx=0, posy=0, image='brick.png')
def cleanup(self): if self.blastModel is not None: self.blastModel.removeNode() self.blastModel = None if self.collider is not None and not self.collider.isEmpty(): self.collider.clearPythonTag(TAG_OWNER) self.collider.removeNode() self.collider = None GameObject.cleanup(self)
def test_syntax_checker_wrong_game_10(self): game_internal = Game( [[GameObject('roomA'), GameObject('roomB'), GameObject('roomC')], [], [ GamePassage(11, 'roomA', 'roomB', 'N', 'S'), GamePassage(11, 'roomB', 'roomC', 'W', 'S') ], [], [], 'roomC', {}]) assert (GameSyntaxChecker().check(game_internal) == 'passage identifiers are not unique, 11')
def test_syntax_checker_wrong_game29(self): game_internal = Game( [[GameObject('starting_room'), GameObject('final/room')], [], [GamePassage(11, 'starting_room', 'final/room', 'N', 'S')], [], [], 'final/room', {}]) verdict = GameSyntaxChecker().check(game_internal) assert ( verdict == 'game object names can contain only lower case alphabets and _, final/room' )
def __init__(self): super().__init__() self.atk = 0 self.hp = 0 self.hpUI = GameObject() self.atkUI = GameObject() self.statusFont = None self.hpUIdpos = (35, 35) self.atkUIdpos = (2, 35) self.type = 0 self.owner = 0 self.state = 0
def __init__(self, screen): images = dict() for face in ["Front", "Left", "Right"]: try: images[face] = pygame.image.load(Player.src.format(face)) except: print("Could not load player {0} image".format(face)) exit(-1) new_y = screen.get_rect().bottom - images["Front"].get_rect().top GameObject.__init__(self, screen, images, "Front", 0, new_y, 0, 0, False)
def test_syntax_checker_wrong_game_15(self): game_internal = Game([[ GameObject('roomA'), GameObject('roomC'), GameObject('roomB'), GameObject('roomC') ], [], [ GamePassage(11, 'roomA', 'roomB', 'N', 'S'), GamePassage(12, 'roomB', 'roomC', 'N', 'S') ], [], [], 'roomC', {}]) verdict = GameSyntaxChecker().check(game_internal) assert (verdict == 'found two objects with the same name, roomC')
def test_syntax_checker_wrong_game_11(self): game_internal = Game([[ GameObject('roomA'), GameObject('roomB'), GameObject('roomC'), GameObject('roomD') ], [], [ GamePassage(11, 'roomA', 'roomB', 'N', 'S'), GamePassage(12, 'roomC', 'roomD', 'N', 'S') ], [], [], 'roomB', {}]) assert (GameSyntaxChecker().check(game_internal) == 'not all rooms are accessible, roomC')
def test_syntax_checker_wrong_game_6(self): game_internal = Game([[ GameObject('roomA'), GameObject('roomB'), GameObject('roomC'), GameObject('roomD') ], [], [ GamePassage(11, 'roomA', 'roomB', 'N', 'S'), GamePassage(12, 'roomB', 'roomC', 'N', 'S') ], [], [], 'roomD', {}]) assert (GameSyntaxChecker().check(game_internal) == 'final room is not reachable')
def __init__(self, terminalHandler=stdout, debug=None): super().__init__(terminalHandler, debug) self.bus = smbus.SMBus(1) self.bus.write_byte(constants.BAT_BUTTONS_I2C_ADDRESS, 0xFF) self.bus.write_byte(constants.BALL_LED_I2C_ADDRESS, 0xFF) self.batButtonState = 0xFF GPIO.setmode(GPIO.BCM) GPIO.setup(constants.BAT_BUTTONS_INTERRUPT_PIN, GPIO.IN, pull_up_down=GPIO.PUD_UP) GPIO.add_event_detect( constants.BAT_BUTTONS_INTERRUPT_PIN, GPIO.FALLING, callback=self.handleControllerInterrupt) for pin in constants.LED_PINS: GPIO.setup(pin, GPIO.OUT) self.lastLED = None self.scoreLeft = Number(0, 29, 2, "cyan") self.scoreRight = Number(0, 49, 2, "pink") self.leftController = CPLDHandler( self.bus, constants.LEFT_BAT_I2C_ADDRESS ) self.rightController = OnBoardADCHandler(self.bus, constants.RIGHT_BAT_I2C_ADDRESS, constants.RIGHT_BAT_CMD_CODE) self.batLeft = Bat(3, 12, 6, "cyan", self.leftController) self.batRight = Bat(77, 12, -6, "pink", self.rightController) self.edges = [ GameObject(0, -1, constants.PONG_WIDTH, 1, "red"), #deleted the "+1" that followed constants.PONG_HEIGHT GameObject(0, constants.PONG_HEIGHT + 1, constants.PONG_WIDTH, 1, "red"), ] self.ball = Ball( 10, 20, constants.SERVE_SPEED, "green", self.edges + [self.batLeft, self.batRight], 25, 1, 1 ) self.addObjects( [self.scoreLeft, self.scoreRight, self.batLeft, self.batRight, self.ball] + self.edges ) self.ball.serving = 'right' self.serves = 0 self.gameOver = False self.winnerText = None
def test_syntax_checker_wrong_game16(self): game_internal = Game([[ GameObject('starting_room', [], [GameObject('door', [GameObjectAttribute.IMMOBILE])]), GameObject('ending_room') ], [], [ GamePassage(11, 'starting_room', 'ending_room', 'N', 'S', [GameObjectAttribute.INVISIBLE]) ], [GamePassageRevealAction('', '', 11)], [], 'ending_room', {}]) verdict = GameSyntaxChecker().check(game_internal) assert (verdict == 'found an action without actors')
def __init__(self, pos, auraModel, contents): GameObject.__init__(self, pos, auraModel, None, 100, 0, "item", 1, 0) self.actor.setBillboardAxis() self.actor.setTransparency(True) self.actor.setLightOff(1) self.weaponCollider.node().setFromCollideMask(0) self.weaponCollider.node().setIntoCollideMask(MASK_FROM_PLAYER) self.weaponCollider.node().modifySolid(0).setTangible(False) self.weaponCollider.setZ(-self.height*0.5) self.contents = contents self.contents.root.setPos(pos)
def __init__(self): GameObject.__init__(self) # MOVEMENTS PARAMETERS # self.direction = None self.speed_x = 6 # 6 pixels per tick self.speed_y = 10 # Jumping self.velocity_x = 0 # Negative means move left, positive means move right self.velocity_y = 0 # Negative means move up, positive means move down self.isGrounded = False self.isDead = False
def __init__(self, screen, direction, start_x): images = dict() for face in ["Left", "Right"]: try: images[face] = pygame.image.load(Bullet.src.format(face)) except: print("Could not load bullet {0} image".format(face)) exit(-1) new_y = screen.get_rect().bottom - images[direction].get_rect().top - 50 if direction == "Left": dx = 15 else: dx = -15 GameObject.__init__(self, screen, images, direction, start_x, new_y, dx, 0, False)
def testVectorMoveWithoutCollision(self): gameMap = GameMap(1000) gameObject = GameObject([0, 0], 'drone', 'owen') gameObject.velocity = [1, 2] gameObject.acceleration = [-1, -1] gameMap.addObject(gameObject) gameMap.update() self.assertEqual(gameObject.loc, [1,2]) gameMap.update() self.assertEqual(gameObject.loc, [1, 3]) gameMap.update() self.assertEqual(gameObject.loc, [0, 3]) gameMap.update() #Here, instead of going negative, the vectorMovementWithoutCollision function does nothing self.assertEqual(gameObject.loc, [0, 3])
def __init__(self, screen): images = dict() for face in ["Left", "Right"]: try: images[face] = pygame.image.load(Enemy.src.format(face)) except: print("Could not load enemy {0} image".format(face)) exit(-1) screenRect = screen.get_rect() imgRect = images["Right"].get_rect() new_x = screenRect.right - imgRect.right - 5 new_y = screenRect.bottom - imgRect.bottom GameObject.__init__(self, screen, images, "Right", new_x, new_y, -1, 0, False) self.dirty = 2
def addObject(self, peer, newObject): search = True objectId = 1 while search: lastId = objectId for currentObject in self._gameObjects: if currentObject.getId() == objectId: objectId += 1 if lastId == objectId: search = False newObject = GameObject(objectId, newObject['name'], newObject['image'], newObject['strength'], newObject['defense'], newObject['reliability']) self._gameObjects.append(newObject) objects = self._tree.getroot().find('objects') newElement = etree.Element('object', { 'id': str(objectId), 'strength': str(newObject.getStrength()), 'defense': str(newObject.getDefense()), 'reliability': str(newObject.getReliability()) }) newElementName = etree.Element('name') newElementName.text = newObject.getName() newElementImage = etree.Element('image') newElementImage.text = newObject.getImage() newElement.append(newElementName) newElement.append(newElementImage) objects.append(newElement) self._tree.write(self._initFile) self.sendObjects(peer)
def __init__(self, position_x, position_y, texture): GameObject.__init__(self, position_x, position_y) self.texture = texture
def __init__(self, img, position): GameObject.__init__(self, img, position)
def checkCollision(self, other): if self.opacity > 20: return GameObject.checkCollision(self, other) else: return False
def initGame(self, game): GameObject.initGame(self, game) self.active = False self.countdown = 0 self.animation = random.randint(0,300)*.01 self.anim_size = 0
def main(): esize = 16 lvl = level("level0.lvl", esize) l = glob.glob("data/*.lvl") lvl_anz = len(l) try: pygame.mixer.init() music = pygame.mixer.Sound(os.path.join("data", "music.ogg")) except: print "No Sound avaiable" pygame.init() screen = pygame.display.set_mode((lvl.esize * len(lvl.lvl[0]), lvl.esize * len(lvl.lvl))) img = image(str(esize)) try: music.play(1) except: pass pygame.key.set_repeat(80, 50) for i in range(lvl_anz): play = player() lvl = level("level" + str(i) + ".lvl", esize) objects = [] screen = pygame.display.set_mode((lvl.esize * len(lvl.lvl[0]), lvl.esize * len(lvl.lvl))) for y in range(len(lvl.lvl)): objects.append([]) for x in range(len(lvl.lvl[0])): o = GameObject(img[lvl.lvl[y][x]], x * lvl.esize, y * lvl.esize, screen) objects[y].append(o) if lvl.lvl[y][x] == "S": pl = GameObject(img["player"], x * lvl.esize, y * lvl.esize, screen) btime = time.time() while not play.finish: for event in pygame.event.get(): if event.type == pygame.KEYDOWN: if event.key == pygame.K_q: txt = "Closing ..." centered_txt(screen, lvl, txt, 50) music.fadeout(2100) time.sleep(2) return if event.key == pygame.K_DOWN: pl.move(0, 1, lvl, img, objects, play) if event.key == pygame.K_UP: pl.move(0, -1, lvl, img, objects, play) if event.key == pygame.K_RIGHT: pl.move(1, 0, lvl, img, objects, play) if event.key == pygame.K_LEFT: pl.move(-1, 0, lvl, img, objects, play) if event.key == pygame.K_n: pass play.finish = 1 for j in range(len(objects)): for o in objects[j]: o.draw() pl.draw() time.sleep(0.08) pygame.display.update() dtime = time.time() - btime sav = save("User") sav.write(play.points, pl.moves, dtime) print "Ziel erreicht:", play.points, "gesammelt" print "Moves:", pl.moves print dtime won = 1 try: if lvl.conf["moves"] > 0: if pl.moves < lvl.conf["moves"]: print "moves OK" else: print "too many steps" won = 0 except: print "Maximal moves not given" try: if lvl.conf["time"] > 0: if dtime < lvl.conf["time"]: print "time OK" else: print "too slow" won = 0 except: print "Maximal time not given" try: if lvl.conf["points"] > 0: if play.points > lvl.conf["points"]: print "points OK" else: print "not enought points" won = 0 except: print "Minimal points not given" if won == 1: print "You finished this level" if i < lvl_anz - 1: txt = "Next level ..." centered_txt(screen, lvl, txt, 50) time.sleep(1) txt = "Finished ..." centered_txt(screen, lvl, txt, 50) music.fadeout(2100) time.sleep(2)
def __init__(self, x, y, width, height, resources, speed, object_id): GameObject.__init__(self, x, y, width, height, resources, object_id) self.speed = speed self.direction = Direction.STILL self.orientation = Direction.STILL
def __init__(self,width,height,color,grid): GameObject.__init__(self,width,height,color,grid) #Already initialized at a random position by superclass self.reward = 0
from MathUtil import Vector2 from random import randrange # Initialize any modules that pygame uses. pygame.init() screen_size = (900, 500) # Bits per pixel, 8 bits for each RGBA value. bpp = 32 screen = pygame.display.set_mode(screen_size, pygame.HWSURFACE, bpp) all_game_objects = list() # MAKE THE PLAYER player = GameObject() player.position.x = screen_size[0] / 2.0 player.position.y = screen_size[1] - 100 player.color = (255, 0, 0) player.boundingBox = Rect(player.position.to_tuple(), (100, 20)) all_game_objects.append(player) # MAKE THE BALL ball = GameObject() ball.tag = "ball" ball.position.x = player.position.x ball.position.y = player.position.y - 50 ball.velocity = Vector2(randrange(-100, 100), -150) ball.color = (0, 255, 255) ball.boundingBox = Rect(ball.position.to_tuple(), (10, 10)) all_game_objects.append(ball)
def __init__(self): GameObject.__init__(self) self._spaceAllocs = {} self.addTimer(3, 1, 1) self.initAlloc() KBEngine.globalData["SpaceMgr"] = self
def __init__(self): GameObject.__init__(self) Combat.__init__(self) Spell.__init__(self)
if(time.time() - currentTime > tickFreq): #10 ticks per second. This number can be changed as necessary tick() tickCount += 1 currentTime = time.time() # if currentTime - startTime > 10: break #quick line to time out the code after 10 seconds print("Game loop has been terminated.") def tick(): gameMap.update() #tick process: #Take human input #Introduce new game pieces #update all game pieces #START TEST CODE if __name__ == '__main__': thr = threading.Thread(target=runGame, args=(), kwargs={}) thr.start() myObject = GameObject([0,0], 'drone', 'owen') myObject.velocity = [1, 0] gameMap.addObject(myObject) while True: flatGameMap = [] for i in gameMap.gameObjects: flatGameMap.append(i.__dict__) print(flatGameMap) time.sleep(.1) #END TEST CODE
def __init__(self): GameObject.__init__(self)
def initGame(self, game): GameObject.initGame(self, game) self.snd_play = False
#!/usr/bin/env python import sys, pygame from GameObject import GameObject from pygame.locals import * pygame.init() screen = pygame.display.set_mode((640, 480)) player = pygame.image.load('ball.bmp').convert() background = pygame.image.load('background.jpg').convert() screen.blit(background, (0, 0)) objects = [] for x in range(10): #create 10 objects o = GameObject(player, x, x) objects.append(o) while 1: for event in pygame.event.get(): if event.type in (QUIT, KEYDOWN): sys.exit() for o in objects: screen.blit(background, o.pos, o.pos) for o in objects: o.move() screen.blit(o.image, o.pos) pygame.display.update() pygame.time.delay(10)
def start(): player = GameObject("Player") player.add_component(SpriteRenderer) player.add_component(Player) player.add_component(PlayerController)
intersectText = myriadProFont.render("Intersecting!", 1, (255, 0, 255), (0, 0, 0)) # Prepare logo helloWorldSize = helloWorld.get_size() helloWorld.fill((0,0,0), None, pygame.BLEND_RGBA_MAX) x, y = 0, 0 clock = pygame.time.Clock() directionX, directionY = 1, 1 def playSound(): sound.stop() sound.play() rectangle = GameObject(100, 100, 400, 400) logo = GameObject(0, 0, helloWorldSize[0], helloWorldSize[1]) while 1: clock.tick(30) screen.fill((0,0,0)) for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() mousePosition = pygame.mouse.get_pos() x = mousePosition[0] y = mousePosition[1] logo.setPosition(x, y)