import
random
import
pygame
COLOR
=
(
255
,
100
,
98
)
SURFACE_COLOR
=
(
167
,
255
,
100
)
WIDTH
=
500
HEIGHT
=
500
class
Sprite(pygame.sprite.Sprite):
def
__init__(
self
, color, height, width):
super
().__init__()
self
.image
=
pygame.Surface([width, height])
self
.image.fill(SURFACE_COLOR)
self
.image.set_colorkey(COLOR)
pygame.draw.rect(
self
.image,
color,
pygame.Rect(
0
,
0
, width, height))
self
.rect
=
self
.image.get_rect()
def
moveRight(
self
, pixels):
self
.rect.x
+
=
pixels
def
moveLeft(
self
, pixels):
self
.rect.x
-
=
pixels
def
moveForward(
self
, speed):
self
.rect.y
+
=
speed
*
speed
/
10
def
moveBack(
self
, speed):
self
.rect.y
-
=
speed
*
speed
/
10
pygame.init()
RED
=
(
255
,
0
,
0
)
size
=
(WIDTH, HEIGHT)
screen
=
pygame.display.set_mode(size)
pygame.display.set_caption(
"Creating Sprite"
)
all_sprites_list
=
pygame.sprite.Group()
playerCar
=
Sprite(RED,
20
,
30
)
playerCar.rect.x
=
200
playerCar.rect.y
=
300
all_sprites_list.add(playerCar)
exit
=
True
clock
=
pygame.time.Clock()
while
exit:
for
event
in
pygame.event.get():
if
event.
type
=
=
pygame.QUIT:
exit
=
False
elif
event.
type
=
=
pygame.KEYDOWN:
if
event.key
=
=
pygame.K_x:
exit
=
False
keys
=
pygame.key.get_pressed()
if
keys[pygame.K_LEFT]:
playerCar.moveLeft(
10
)
if
keys[pygame.K_RIGHT]:
playerCar.moveRight(
10
)
if
keys[pygame.K_DOWN]:
playerCar.moveForward(
10
)
if
keys[pygame.K_UP]:
playerCar.moveBack(
10
)
all_sprites_list.update()
screen.fill(SURFACE_COLOR)
all_sprites_list.draw(screen)
pygame.display.flip()
clock.tick(
60
)
pygame.quit()