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import pygame import sys # Initialize Pygame pygame.init() # Set up the game window WINDOW_WIDTH = 640 WINDOW_HEIGHT = 480 window = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT)) pygame.display.set_caption("Pac-Man") # Set up the game clock clock = pygame.time.Clock() # Load the game resources pacman_image = pygame.image.load("pacman.png").convert_alpha() # Set up the game objects class Pacman: def __init__(self): self.image = pacman_image self.rect = self.image.get_rect() self.rect.center = (WINDOW_WIDTH // 2, WINDOW_HEIGHT // 2) self.speed = 5 def update(self, keys): if keys[pygame.K_UP]: self.rect.y -= self.speed if keys[pygame.K_DOWN]: self.rect.y += self.speed if keys[pygame.K_LEFT]: self.rect.x -= self.speed if keys[pygame.K_RIGHT]: self.rect.x += self.speed # Check for screen wraparound if self.rect.left > WINDOW_WIDTH: self.rect.right = 0 if self.rect.right < 0: self.rect.left = WINDOW_WIDTH if self.rect.top > WINDOW_HEIGHT: self.rect.bottom = 0 if self.rect.bottom < 0: self.rect.top = WINDOW_HEIGHT def draw(self, surface): surface.blit(self.image, self.rect) pacman = Pacman() # Main game loop while True: # Handle events for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() # Update game objects keys = pygame.key.get_pressed() pacman.update(keys) # Draw game objects window.fill((0, 0, 0)) pacman.draw(window) pygame.display.flip() # Set the game speed clock.tick(60)
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