import pygame import sys pygame.init() screen_width = 400 screen_height = 600 screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('Jumpy') clock = pygame.time.Clock() fps = 60 gravity = 1 white = (255, 255, 255) jumpy_image = pygame.image.load('vertical_platformer/img/jump.png').convert_alpha() bg_image = pygame.image.load('vertical_platformer/img/bg.png').convert_alpha() class Player(): def __init__(self, x, y): self.image = pygame.transform.scale(jumpy_image, (45, 45)) self.width = 25 self.height = 40 self.rect = pygame.Rect(0, 0, self.width, self.height) self.rect.center = (x, y) self.flip = False def move(self): dx = 0 dy = 0 key = pygame.key.get_pressed() if key[pygame.K_a]: dx = -10 self.flip = True if key[pygame.K_d]: dx = 10 self.flip = False if self.rect.left + dx < 0: dx = - self.rect.left if self.rect.right + dx > screen_width: dx = screen_width - self.rect.right self.rect.x += dx self.rect.y += dy def draw(self): screen.blit(pygame.transform.flip(self.image, self.flip, False), (self.rect.x - 12, self.rect.y - 5)) pygame.draw.rect(screen, white, self.rect, 2) jumpy = Player(screen_width // 2, screen_height - 150) run = True while run: clock.tick(fps) jumpy.move() screen.blit(bg_image, (0, 0)) jumpy.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: run = False pygame.display.update() pygame.quit()