<gh_stars>0
import pygame
from Player import Player
from Vectors import *

win_dim = (640, 360)
level_bounds = vec(70, 570, 0, 360)   # Left bound, right bound, top bound, bottom bound
clock = pygame.time.Clock()
win = pygame.display.set_mode(win_dim, pygame.RESIZABLE | pygame.SCALED)
player = Player(vec2(500, 300))
done = False

while not done:
    # Update
    dt = clock.tick() / 1000
    player.update(dt, level_bounds)

    # Input
    event = pygame.event.poll()
    keys = pygame.key.get_pressed()
    if event.type == pygame.KEYDOWN:
        if event.key == pygame.K_ESCAPE:
            done = True
    elif event.type == pygame.QUIT:
        done = True
    player.input(keys)


    # Draw
    win.fill((0, 0, 0))
    # Left column
    pygame.draw.rect(win, (171, 17, 7), (0, 0, 70, 600))
    # Right column
    pygame.draw.rect(win, (171, 17, 7), (level_bounds[1], 0, 70, 600))
    player.draw(win)
    pygame.display.flip()

pygame.quit()
import pygame
from Player import Player
from Vectors import *

win_dim = (640, 360)
level_bounds = vec(70, 570, 0, 360)   # Left bound, right bound, top bound, bottom bound
clock = pygame.time.Clock()
win = pygame.display.set_mode(win_dim, pygame.RESIZABLE | pygame.SCALED)
player = Player(vec2(500, 300))
done = False

while not done:
    # Update
    dt = clock.tick() / 1000
    player.update(dt, level_bounds)

    # Input
    event = pygame.event.poll()
    keys = pygame.key.get_pressed()
    if event.type == pygame.KEYDOWN:
        if event.key == pygame.K_ESCAPE:
            done = True
    elif event.type == pygame.QUIT:
        done = True
    player.input(keys)


    # Draw
    win.fill((0, 0, 0))
    # Left column
    pygame.draw.rect(win, (171, 17, 7), (0, 0, 70, 600))
    # Right column
    pygame.draw.rect(win, (171, 17, 7), (level_bounds[1], 0, 70, 600))
    player.draw(win)
    pygame.display.flip()

pygame.quit()
# Left bound, right bound, top bound, bottom bound # Update # Input # Draw # Left column # Right column