#sprite classes
import pygame as pg
from settings import *
vec = pg.math.Vector2

class Player(pg.sprite.Sprite):
	def __init__(self):
		pg.sprite.Sprite.__init__(self)
		self.image = pg.Surface((30,40))
		self.image.fill(YELLOW)
		self.rect = self.image.get_rect()
		self.rect.center = (WIDTH/2,HEIGHT/2)
		self.pos = vec(WIDTH/2,HEIGHT/2)
		self.vel = vec(0,0)
		self.acc = vec(0,0)
		
	def update(self):
		self.acc = vec(0,0)
		keys = pg.key.get_pressed()
		if keys[pg.K_LEFT]:
			self.acc.x = -PLAYER_ACC
		if keys[pg.K_RIGHT]:
			self.acc.x = PLAYER_ACC
		
		self.acc += self.vel * PLAYER_FRICTION #friction
		self.vel += self.acc #equation of motion
		self.pos += self.vel + .5 * self.acc
		if self.pos.x > WIDTH: #set wrap
			self.pos.x = 0
		if self.pos.x < 0:
			self.pos.x = WIDTH
		
		self.rect.center = self.pos
f062a1ed4756273b64d09ac4f07f38f7ffca289f
<mask token>


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

<mask token>


class Player(pg.sprite.Sprite):

    def __init__(self):
        pg.sprite.Sprite.__init__(self)
        self.image = pg.Surface((30, 40))
        self.image.fill(YELLOW)
        self.rect = self.image.get_rect()
        self.rect.center = WIDTH / 2, HEIGHT / 2
        self.pos = vec(WIDTH / 2, HEIGHT / 2)
        self.vel = vec(0, 0)
        self.acc = vec(0, 0)
    <mask token>

<mask token>
vec = pg.math.Vector2


class Player(pg.sprite.Sprite):

    def __init__(self):
        pg.sprite.Sprite.__init__(self)
        self.image = pg.Surface((30, 40))
        self.image.fill(YELLOW)
        self.rect = self.image.get_rect()
        self.rect.center = WIDTH / 2, HEIGHT / 2
        self.pos = vec(WIDTH / 2, HEIGHT / 2)
        self.vel = vec(0, 0)
        self.acc = vec(0, 0)

    def update(self):
        self.acc = vec(0, 0)
        keys = pg.key.get_pressed()
        if keys[pg.K_LEFT]:
            self.acc.x = -PLAYER_ACC
        if keys[pg.K_RIGHT]:
            self.acc.x = PLAYER_ACC
        self.acc += self.vel * PLAYER_FRICTION
        self.vel += self.acc
        self.pos += self.vel + 0.5 * self.acc
        if self.pos.x > WIDTH:
            self.pos.x = 0
        if self.pos.x < 0:
            self.pos.x = WIDTH
        self.rect.center = self.pos

import pygame as pg
from settings import *
vec = pg.math.Vector2


class Player(pg.sprite.Sprite):

    def __init__(self):
        pg.sprite.Sprite.__init__(self)
        self.image = pg.Surface((30, 40))
        self.image.fill(YELLOW)
        self.rect = self.image.get_rect()
        self.rect.center = WIDTH / 2, HEIGHT / 2
        self.pos = vec(WIDTH / 2, HEIGHT / 2)
        self.vel = vec(0, 0)
        self.acc = vec(0, 0)

    def update(self):
        self.acc = vec(0, 0)
        keys = pg.key.get_pressed()
        if keys[pg.K_LEFT]:
            self.acc.x = -PLAYER_ACC
        if keys[pg.K_RIGHT]:
            self.acc.x = PLAYER_ACC
        self.acc += self.vel * PLAYER_FRICTION
        self.vel += self.acc
        self.pos += self.vel + 0.5 * self.acc
        if self.pos.x > WIDTH:
            self.pos.x = 0
        if self.pos.x < 0:
            self.pos.x = WIDTH
        self.rect.center = self.pos

#sprite classes
import pygame as pg
from settings import *
vec = pg.math.Vector2

class Player(pg.sprite.Sprite):
	def __init__(self):
		pg.sprite.Sprite.__init__(self)
		self.image = pg.Surface((30,40))
		self.image.fill(YELLOW)
		self.rect = self.image.get_rect()
		self.rect.center = (WIDTH/2,HEIGHT/2)
		self.pos = vec(WIDTH/2,HEIGHT/2)
		self.vel = vec(0,0)
		self.acc = vec(0,0)
		
	def update(self):
		self.acc = vec(0,0)
		keys = pg.key.get_pressed()
		if keys[pg.K_LEFT]:
			self.acc.x = -PLAYER_ACC
		if keys[pg.K_RIGHT]:
			self.acc.x = PLAYER_ACC
		
		self.acc += self.vel * PLAYER_FRICTION #friction
		self.vel += self.acc #equation of motion
		self.pos += self.vel + .5 * self.acc
		if self.pos.x > WIDTH: #set wrap
			self.pos.x = 0
		if self.pos.x < 0:
			self.pos.x = WIDTH
		
		self.rect.center = self.pos