run = True
while run:
for event in pygame.event.get(): # Loop through a list of events
if event.type == pygame.QUIT: # See if the user clicks the red x
run = False # End the loop
pygame.quit() # Quit the game
quit()
run = True
speed = 30 # NEW
while run:
clock.tick(speed) # NEW
bgX -= 1.4 # Move both background images back
bgX2 -= 1.4
if bgX < bg.get_width() * -1: # If our bg is at the -width then reset its position
bgX = bg.get_width()
if bgX2 < bg.get_width() * -1:
bgX2 = bg.get_width()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
def redrawWindow():
win.blit(bg, (bgX, 0)) # draws our first bg image
win.blit(bg, (bgX2, 0)) # draws the seconf bg image
pygame.display.update() # updates the screen
# Call this from the game loop!
pygame.time.set_timer(USEREVENT+1, 500) # Sets the timer for 0.5 seconds
# This should go above the game loop
while run:
redrawWindow()
bgX -= 1.4
bgX2 -= 1.4
if bgX < bg.get_width() * -1:
bgX = bg.get_width()
if bgX2 < bg.get_width() * -1:
bgX2 = bg.get_width()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
if event.type == USEREVENT+1: # Checks if timer goes off
speed += 1 # Increases speed
clock.tick(speed)
runner = player(200, 313, 64, 64)
# This should go above our game loop
def redrawWindow():
win.blit(bg, (bgX, 0))
win.blit(bg, (bgX2, 0))
runner.draw(win) # NEW
pygame.display.update()
# Should go inside the game loop
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] or keys[pygame.K_UP]: # If user hits space or up arrow key
if not(runner.jumping): # If we are not already jumping
runner.jumping = True
if keys[pygame.K_DOWN]: # If user hits down arrow key
if not(runner.sliding): # If we are not already sliding
runner.sliding = True
# Because we have a starter file this is all we have to do to move our character.
# The physics and math behind the movement has been coded for you.