import pygame
pygame.init()
size = [800, 600]
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
class Missile(pygame.sprite.Sprite):
def __init__(self, pos, image, vel):
pygame.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect()
self.pos = pos
self.rect.center = self.pos
self.vel = vel
def update(self):
self.pos[0] += self.vel[0]
self.pos[1] += self.vel[1]
self.rect.centerx = int(self.pos[0])
self.rect.centery = int(self.pos[1])
missile_image = pygame.transform.scale(
pygame.transform.rotate(
pygame.image.load("missile.png").convert_alpha(),
90
),
(30, 40)
)
all_sprites_list = pygame.sprite.Group()
player = Missile([300, 300], missile_image, [0, 0])
all_sprites_list.add(player)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
pass
all_sprites_list.update()
screen.fill((200, 100, 0))
all_sprites_list.draw(screen)
pygame.display.flip()
clock.tick(10)
pygame.quit()
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