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Copy pathDragExample.py
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DragExample.py
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import pygame
# --- constants --- (UPPER_CASE names)
SCREEN_WIDTH = 430
SCREEN_HEIGHT = 410
#BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
FPS = 30
# --- classses --- (CamelCase names)
# empty
# --- functions --- (lower_case names)
# empty
# --- main ---
# - init -
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
#screen_rect = screen.get_rect()
pygame.display.set_caption("Tracking System")
# - objects -
rectangle = pygame.rect.Rect(176, 134, 17, 17)
rectangle_draging = False
# - mainloop -
clock = pygame.time.Clock()
running = True
while running:
# - events -
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
if rectangle.collidepoint(event.pos):
rectangle_draging = True
mouse_x, mouse_y = event.pos
offset_x = rectangle.x - mouse_x
offset_y = rectangle.y - mouse_y
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
rectangle_draging = False
elif event.type == pygame.MOUSEMOTION:
if rectangle_draging:
mouse_x, mouse_y = event.pos
rectangle.x = mouse_x + offset_x
rectangle.y = mouse_y + offset_y
# - updates (without draws) -
# empty
# - draws (without updates) -
screen.fill(WHITE)
pygame.draw.rect(screen, RED, rectangle)
pygame.display.flip()
# - constant game speed / FPS -
clock.tick(FPS)
# - end -
pygame.quit()