import pygame import sys from pygame.locals import * import platform pygame.init() vec = pygame.math.Vector2 HEIGHT = 450 WIDTH = 400 ACC = 0.5 FRIC = -0.12 FPS = 144 FramePerSec = pygame.time.Clock() displaysurface = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Game") class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.surf = pygame.Surface((WIDTH, 20)) self.surf.fill((255,0,0)) self.rect = self.surfget_rect(center = (WIDTH/2, HEIGHT)) self.pos = vec((10,385)) self.vel = vec(0,0) self.acc = vec(0,0) def move(self): self.acc = vec(0,0) pressed_keys = pygame.key.get_pressed() if pressed_keys[K_LEFT]: self.acc.x = -ACC if pressed_keys[K_RIGHT]: self.acc.x = ACC self.acc.x += self.vel.x * FRIC self.vel += self.acc self.pos += self.vel + 0.5 * self.acc if self.posx >WIDTH: self.pos.x = 0 if self.pos.x < 0 : self.pos.x = WIDTH self.rect.midbottom = self.pos PT1 = platform() P1 = player() all_sprites = pygame.sprite.Group() all_sprites.add(PT1) all_sprites.add(P1) while True : for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() displaysurface.fill((0,0,0)) P1.move() for entity in all_sprites: displaysurface.blit(entity.surf, entity.rect) pygame.display.update() FramePerSec.tick = (FPS)