PyGame。 はじめに

PyGame。 はじめに


私はこのライブラリと話をする機会がありましたが、あなたと共有したいので、忘れないように自分自身のためにノッチを残してください:)この短い、私は良い例を使用して、最も理論的な基礎のいくつかを省略しますドキュメントで説明されています )、ライブラリを操作する基本的な原理を示します。



チャレンジ。

矢印キーを使用してオブジェクトを移動できる「ゲーム」スペースを作成します。

理論

リストを投稿する前に、ライブラリモジュールで使用されているメソッドに焦点を当てます。ライブラリモジュールの説明はオフィスから取得されます。 ドキュメント。

画像モジュール
1. pygame.image.load(ファイル名):Surfaceを返す
ご想像のとおり、この関数は特定の画像をロードし、表面の形で返します。これはすでにpygame関数でいくつかの操作(変換、移動、削除など)を実行できるタイプです。

表面モジュール
2. Surface.blit(source、dest、area = None、special_flags = 0)
指定されたサーフェス(ソース)をベース(サーフェス)の上に描画します。ここで、destはタプル(x、y)、レンダリングの座標、面積-(幅、高さ)はソースサーフェスのサイズです。 フラグを犠牲にして、正直に言うと、私はまだ理解していませんでした))
3. Surface.get_rect()
フォームのタプル(x、y、幅、高さ)を返します。ここで、x、yはそれぞれ表面(表面)の左上隅の座標、幅、高さはその次元です。

イベントモジュール
イベントやリクエストとやり取りすることができます。 つまり、pygameのイベント、たとえばキーストロークは、Eventオブジェクトで構成されるリストに配置されます。 これらすべての「イベントオブジェクト」は、Event.typeを介してアクセスできるタイプです。
4. pygame.event.get()
get()メソッドを使用すると、イベントのリストを取得できます。

長方形モジュール
長方形のタプルを操作するためのモジュール。
5. Rect.move(X、Y)
正の整数または負の整数を指定したX、Yだけ、元の座標に対して座標がオフセットされた新しい四角形を返します。

練習。

上記を考慮して、以下を取得します。
  1. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  2. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  3. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  4. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  5. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  6. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  7. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  8. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  9. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  10. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  11. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  12. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  13. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  14. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  15. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  16. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  17. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  18. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  19. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  20. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  21. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  22. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  23. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  24. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  25. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  26. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  27. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  28. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  29. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  30. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  31. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  32. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  33. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  34. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  35. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  36. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  37. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  38. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  39. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  40. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  41. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  42. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  43. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  44. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  45. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  46. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  47. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  48. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  49. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  50. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  51. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  52. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  53. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  54. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  55. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  56. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  57. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )
  58. # -*- coding: cp1251 -*-
    # pygame.

    from pygame import *
    import sys
    # .
    init ( )

    # 640480
    screen = display. set_mode ( ( 640 , 480 ) )

    #
    display. set_caption ( 'example' )

    # , :
    # jpg, png, gif( ), bmp, pcx, tga( ), tif.
    background = image. load ( 'background.bmp' )

    #
    screen. blit ( background, ( 0 , 0 ) )

    #
    class GameObj:
    def __init__ ( self , img, x, y, step ) :
    self . img = img #
    self . x = x # x, y -
    self . y = y
    self . step = step # ,
    self . pos = img. get_rect ( ) . move ( x, y )
    def _move ( self , event ) :
    if event. key == K_UP: #273
    self . pos = self . pos . move ( 0 , - self . step )
    if event. key == K_DOWN:
    self . pos = self . pos . move ( 0 , self . step )
    if event. key == 276 :
    self . pos = self . pos . move ( - self . step , 0 )
    if event. key == 275 :
    self . pos = self . pos . move ( self . step , 0 )

    avatar = image. load ( 'player.bmp' )

    #
    x = GameObj ( avatar, 320 , 220 , 10 )

    # ,
    screen. blit ( x. img , x. pos )

    # , :)
    while 1 :
    for i in event. get ( ) : #
    if i. type == QUIT: #
    sys . exit ( )
    if i. type == KEYDOWN:
    screen. blit ( background, x. pos , x. pos )
    x._move ( i )
    screen. blit ( x. img , x. pos )
    # ,
    display. flip ( )


あとがき。


実際、それはすべて、簡潔かつ怒ってです:)オフィスでレイアウトされた膨大な数のゲームを調べました。 サイト、そしてそこに本物の3Dクラフトを発見しました-同時に驚き、喜びました))ゲームのピークを征服するつもりはありませんが、私の好きな言語が多次元であることは素晴らしいことです。 誰かがこのトピックに興味があり、記録する意欲を失わないなら、確かに継続があります)。

Source: https://habr.com/ru/post/J56255/


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