# sky dodge game

# import the pygame library
import pygame

# import pygame locals for easier access to key coordiantes
from pygame.locals import(
    K_UP,
    K_DOWN,
    K_LEFT,
    K_RIGHT,
    K_ESCAPE,
    KEYDOWN,
    QUIT
)

# define size
WIDTH = 800
HEIGHT = 500

# loop speed
FPS = 30

# define colours
RED = (255,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)
BLACK = (0,0,0)
LIGHTBLUE = (100,100,255)
DARKRED = (100,0,0)

# initialise pygame
pygame.init()

pygame.display.set_caption('DL game')

class Player(pygame.sprite.Sprite):
    ''' class for sprite '''
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((50, 50))
        self.image.fill(DARKRED)
        self.rect = self.image.get_rect()
        self.rect.center = (WIDTH / 2, HEIGHT / 2)

    def update(self):
        self.rect.x += 5

        if self.rect.left > WIDTH:
            self.rect.right = 0
            



#setup the drawing window
screen = pygame.display.set_mode((WIDTH,HEIGHT))

clock = pygame.time.Clock()
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)

# run until the user asks to quit
running = True
while running:

    # keep loop running at correct speed
    clock.tick(FPS)

    # did the user click the window close button?
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False


    # update
    all_sprites.update()

    # draw / render
    screen.fill(LIGHTBLUE) # fill background light blue
    all_sprites.draw(screen)

    # flip display
    pygame.display.flip()

# done. time to quit.
pygame.quit()


533f1c25db3e1b8637e2bb2cd1c9681fad7b9105
<mask token>


class Player(pygame.sprite.Sprite):
    <mask token>

    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((50, 50))
        self.image.fill(DARKRED)
        self.rect = self.image.get_rect()
        self.rect.center = WIDTH / 2, HEIGHT / 2

    def update(self):
        self.rect.x += 5
        if self.rect.left > WIDTH:
            self.rect.right = 0


<mask token>

<mask token>
pygame.init()
pygame.display.set_caption('DL game')


class Player(pygame.sprite.Sprite):
    """ class for sprite """

    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((50, 50))
        self.image.fill(DARKRED)
        self.rect = self.image.get_rect()
        self.rect.center = WIDTH / 2, HEIGHT / 2

    def update(self):
        self.rect.x += 5
        if self.rect.left > WIDTH:
            self.rect.right = 0


<mask token>
all_sprites.add(player)
<mask token>
while running:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
    all_sprites.update()
    screen.fill(LIGHTBLUE)
    all_sprites.draw(screen)
    pygame.display.flip()
pygame.quit()

<mask token>
WIDTH = 800
HEIGHT = 500
FPS = 30
RED = 255, 0, 0
GREEN = 0, 255, 0
BLUE = 0, 0, 255
BLACK = 0, 0, 0
LIGHTBLUE = 100, 100, 255
DARKRED = 100, 0, 0
pygame.init()
pygame.display.set_caption('DL game')


class Player(pygame.sprite.Sprite):
    """ class for sprite """

    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((50, 50))
        self.image.fill(DARKRED)
        self.rect = self.image.get_rect()
        self.rect.center = WIDTH / 2, HEIGHT / 2

    def update(self):
        self.rect.x += 5
        if self.rect.left > WIDTH:
            self.rect.right = 0


screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
running = True
while running:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
    all_sprites.update()
    screen.fill(LIGHTBLUE)
    all_sprites.draw(screen)
    pygame.display.flip()
pygame.quit()

import pygame
from pygame.locals import K_UP, K_DOWN, K_LEFT, K_RIGHT, K_ESCAPE, KEYDOWN, QUIT
WIDTH = 800
HEIGHT = 500
FPS = 30
RED = 255, 0, 0
GREEN = 0, 255, 0
BLUE = 0, 0, 255
BLACK = 0, 0, 0
LIGHTBLUE = 100, 100, 255
DARKRED = 100, 0, 0
pygame.init()
pygame.display.set_caption('DL game')


class Player(pygame.sprite.Sprite):
    """ class for sprite """

    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((50, 50))
        self.image.fill(DARKRED)
        self.rect = self.image.get_rect()
        self.rect.center = WIDTH / 2, HEIGHT / 2

    def update(self):
        self.rect.x += 5
        if self.rect.left > WIDTH:
            self.rect.right = 0


screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
running = True
while running:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
    all_sprites.update()
    screen.fill(LIGHTBLUE)
    all_sprites.draw(screen)
    pygame.display.flip()
pygame.quit()

# sky dodge game

# import the pygame library
import pygame

# import pygame locals for easier access to key coordiantes
from pygame.locals import(
    K_UP,
    K_DOWN,
    K_LEFT,
    K_RIGHT,
    K_ESCAPE,
    KEYDOWN,
    QUIT
)

# define size
WIDTH = 800
HEIGHT = 500

# loop speed
FPS = 30

# define colours
RED = (255,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)
BLACK = (0,0,0)
LIGHTBLUE = (100,100,255)
DARKRED = (100,0,0)

# initialise pygame
pygame.init()

pygame.display.set_caption('DL game')

class Player(pygame.sprite.Sprite):
    ''' class for sprite '''
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((50, 50))
        self.image.fill(DARKRED)
        self.rect = self.image.get_rect()
        self.rect.center = (WIDTH / 2, HEIGHT / 2)

    def update(self):
        self.rect.x += 5

        if self.rect.left > WIDTH:
            self.rect.right = 0
            



#setup the drawing window
screen = pygame.display.set_mode((WIDTH,HEIGHT))

clock = pygame.time.Clock()
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)

# run until the user asks to quit
running = True
while running:

    # keep loop running at correct speed
    clock.tick(FPS)

    # did the user click the window close button?
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False


    # update
    all_sprites.update()

    # draw / render
    screen.fill(LIGHTBLUE) # fill background light blue
    all_sprites.draw(screen)

    # flip display
    pygame.display.flip()

# done. time to quit.
pygame.quit()

