python

import pygame
from pygame import *

SCREEN_SIZE = pygame.Rect(0, 0, 480, 700)


class GameBase:
    def __init__(self, img_path, speed_x=0, speed_y=0):
        self.img = pygame.image.load(img_path)
        self.speed_x = speed_x
        self.speed_y = speed_y
        self.rect = self.img.get_rect()

    def move(self, screen: Surface):
        self.rect.x += self.speed_x
        self.rect.y += self.speed_y
        screen.blit(self.img, self.rect)


class Hero(GameBase):
    def __init__(self, img_path):
        super().__init__(img_path, 0, 0)
        self.rect.centerx = SCREEN_SIZE.centerx
        self.rect.bottom = SCREEN_SIZE.bottom

    def move(self, screen: Surface):
        super().move(screen)
        if self.rect.left <= SCREEN_SIZE.left:
            self.rect.left = SCREEN_SIZE.left
        elif self.rect.right >= SCREEN_SIZE.right:
            self.rect.right = SCREEN_SIZE.right
        if self.rect.top <= SCREEN_SIZE.top:
            self.rect.top = SCREEN_SIZE.top
        elif self.rect.bottom >= SCREEN_SIZE.bottom:
            self.rect.bottom = SCREEN_SIZE.bottom


class BackGround(GameBase):
    def __init__(self, img_path, is_First: bool):
        super().__init__(img_path, 0, 1)
        if is_First:
            self.rect.x = 0
            self.rect.y = 0
        else:
            self.rect.bottom = 0
            self.rect.left = 0

    def move(self, screen):
        super().move(screen)
        if self.rect.top >= SCREEN_SIZE.bottom:
            self.rect.bottom = SCREEN_SIZE.top


class Enemy(GameBase):
    pass


class Bullet(GameBase):
    pass


class EnemyBullet(GameBase):
    pass
import sys

from GameObject import *


class GameMain:
    def __init__(self):
        pygame.init()
        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode(SCREEN_SIZE.size)
        self.bg1 = BackGround("images/background.png", True)
        self.bg2 = BackGround("images/background.png", False)
        self.hero = Hero("images/me1.png")

    def start_game(self):
        while True:
            self.__draw()
            self.__collide()
            self.__event()

    def __draw(self):
        self.clock.tick(120)
        self.bg1.move(self.screen)
        self.bg2.move(self.screen)
        self.hero.move(self.screen)
        pygame.display.update()

    def __collide(self):
        pass

    def __event(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            elif event.type == KEYDOWN:
                if event.key == K_UP:
                    self.hero.speed_y = -1
                elif event.key == K_DOWN:
                    self.hero.speed_y = 1
                if event.key == K_LEFT:
                    self.hero.speed_x = -1
                elif event.key == K_RIGHT:
                    self.hero.speed_x = 1
            elif event.type == KEYUP:
                if event.key == K_UP or event.key == K_DOWN:
                    self.hero.speed_y = 0
                if event.key == K_LEFT or event.key == K_RIGHT:
                    self.hero.speed_x = 0


if __name__ == '__main__':
    gm = GameMain()
    gm.start_game()

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