import pygame import sys pygame.init() screen = pygame.display.set_mode((400,300)) background = pygame.Surface((400, 300)) surface = pygame.Surface((10, 10)) surface.fill((0,255,0)) pos = [175, 125] while True: events = pygame.event.get() for event in events: if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_RIGHT: pos[0] += 20 screen.blit(background, (0, 0)) screen.blit(surface, pos) pygame.display.update() pygame.init() screen = pygame.display.set_mode((400, 300)) surface = pygame.Surface((50, 50)) surface.fill((0,255,0)) while True: events = pygame.event.get() for event in events: if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.blit(surface, (175, 125)) pygame.display.update() import pygame from pygame.locals import* import sys pygame.init() displaysurface = pygame.display.set_mode((300,300)) mySurface = pygame.Surface((50,50)) mySurface.fill((0,255,0)) mySurface2 = pygame.Surface((100,50)) mySurface2.fill((0,255,0)) while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() displaysurface.blit(mySurface, (50,50)) displaysurface.blit(mySurface2, (50,150)) pygame.display.update() object = pygame.Rect((20, 50), (50, 100)) class Player(pygame.sprite.Sprite): def _init_(self): super()._init_() self.image = pygame.image.load("Player_Sprite_R.png") self.rect = self.image.get_rect() pygame.draw.rect(surface, color, pygame.Rect(30, 30, 60, 60)) import pygame object1 = pygame.Rect((20, 50), (50, 100)) object2 = pygame.Rect((10, 10), (100, 100)) object3 = pygame.Rect((0, 0), (50, 50)) print(object1.colliderect(object2)) print(object1.colliderect(object3)) print(object2.colliderect(object3)) object1 = pygame.Rect((20, 50), (50, 100)) object1.move_ip(100, 100) print(object1.topleft) object2 = object1.move(100, 100) print(object2.topleft) while True: # Cycles through all the events currently occuring for event in pygame.event.get(): # Condition becomes true when keyboard is pressed if event.type == pygame.KEYDOWN: if event.key == pygame.K_m: fireball.fire() music_manager.playsound(fsound, 0.3) if event.key == pygame.K_n: handler.next_stage() if event.key == pygame.K_SPACE: player.jump() if event.key == pygame.K_RETURN: player.attack() import pygame from pygame.locals import * import sys pygame.init() display = pygame.display.set_mode((300, 300)) while 1: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: print("Key A Has Been Pressed") if event.type == pygame.KEYUP: if event.key == pygame.K_a: print("Key A has been released") while 1: pressed_keys = pygame.key.get_pressed() if pressed_keys[K_a]: print("Key A has been pressed") pressed_keys = pygame.key.get_pressed() if pressed_keys[K_a] and pressed_keys[K_b]: print("Key A and Key B has been pressed") import pygame from pygame.locals import * import sys pygame.init() display = pygame.display.set_mode((300, 300)) FPS_CLOCK = pygame.time.Clock() while 1: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit pygame.display.update() FPS_CLOCK.tick(30) left, middle, right = pygame.mouse.get_pressed() if left: print("Left Mouse Key is being pressed") mouse_presses = pygame.mouse.get_pressed() if mouse_presses[0]: print("Left Mouse Key is being pressed") if event.type == pygame.MOUSEBUTTONDOWN: mouse_presses = pygame.mouse.get_pressed() if mouse_presses[0]: print("Left Mouse key was clicked") print(pygame.mouse.get_pos()) print(pygame.mouse.get_rel()) flag = 1 while 1: for event in pygame.event.get(): if event.type == pygame.KEYDOWN: if event.key == pygame.K.a: if flag == 1: pygame.mouse.set_visible(False) flag = 0 elif flag == 0: pygame.mouse.set_visible(True) flag = 1 if event.type == pygame.KEYDOWN: if event.key == pygame.K_1: pygame.mouse.set_cursor(pygame.SYSTEM_CURSOR_ARROW) if event.key == pygame.K_2: pygame.mouse.set_cursor(pygame.SYSTEM_CURSOR_HAND) class Player: def _init_(self): self.rect = pygame.draw.rect(display, (255, 0, 0), (100, 100, 100, 100)) player = Player() while 1: for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if player.rect.collidepoint(pygame.mouse.get_pos()): print("Mouse Clicked on the player") if event.type == pygame.MOUSEBUTTONUP: if player.rect.collidepoint(pygame.mouse.get_pos()): print("Mouse released on the player")