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# Sample Python/Pygame Programs
# Simpson College Computer Science
# http://programarcadegames.com/
# http://simpson.edu/computer-science/
 
import pygame
 
# Define some colors
BLACK    = (   0,   0,   0)
WHITE    = ( 255, 255, 255)
GREEN    = (   0, 255,   0)
RED      = ( 255,   0,   0)

def draw_stick_figure(screen, x, y):
    # Head
    pygame.draw.ellipse(screen, BLACK, [1 + x, y, 10, 10], 0)
 
    # Legs
    pygame.draw.line(screen, BLACK, [5 + x, 17 + y], [10 + x, 27 + y], 2)
    pygame.draw.line(screen, BLACK, [5 + x, 17 + y], [x, 27 + y], 2)
 
    # Body
    pygame.draw.line(screen, RED, [5 + x, 17 + y], [5 + x, 7 + y], 2)
 
    # Arms
    pygame.draw.line(screen, RED, [5 + x, 7 + y], [9 + x, 17 + y], 2)
    pygame.draw.line(screen, RED, [5 + x, 7 + y], [1 + x, 17 + y], 2)
    
# Setup
pygame.init()
  
# Set the width and height of the screen [width,height]
size = [700, 500]
screen = pygame.display.set_mode(size)
 
pygame.display.set_caption("My Game")
 
#Loop until the user clicks the close button.
done = False
 
# Used to manage how fast the screen updates
clock = pygame.time.Clock()

# Hide the mouse cursor
pygame.mouse.set_visible(0)

# Speed in pixels per frame
x_speed = 0
y_speed = 0
 
# Current position
x_coord = 10
y_coord = 10

# -------- Main Program Loop -----------
while not done:
    # ALL EVENT PROCESSING SHOULD GO BELOW THIS COMMENT
    for event in pygame.event.get(): # User did something
        if event.type == pygame.QUIT: # If user clicked close
            done = True # Flag that we are done so we exit this loop
            # User pressed down on a key
        
        elif event.type == pygame.KEYDOWN:
            # Figure out if it was an arrow key. If so
            # adjust speed.
            if event.key == pygame.K_LEFT:
                x_speed =- 3
            elif event.key == pygame.K_RIGHT:
                x_speed = 3
            elif event.key == pygame.K_UP:
                y_speed =- 3
            elif event.key == pygame.K_DOWN:
                y_speed = 3
                 
        # User let up on a key
        elif event.type == pygame.KEYUP:
            # If it is an arrow key, reset vector back to zero
            if event.key == pygame.K_LEFT:
                x_speed=0
            elif event.key == pygame.K_RIGHT:
                x_speed=0
            elif event.key == pygame.K_UP:
                y_speed=0
            elif event.key == pygame.K_DOWN:
                y_speed=0            
    # ALL EVENT PROCESSING SHOULD GO ABOVE THIS COMMENT

    # ALL GAME LOGIC SHOULD GO BELOW THIS COMMENT

    # Move the object according to the speed vector.
    x_coord = x_coord + x_speed
    y_coord = y_coord + y_speed

    # ALL GAME LOGIC SHOULD GO ABOVE THIS COMMENT    

    # ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
     
    # First, clear the screen to WHITE. Don't put other drawing commands
    # above this, or they will be erased with this command.
    screen.fill(WHITE)
    
    draw_stick_figure(screen, x_coord, y_coord) 

    # ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
     
    # Go ahead and update the screen with what we've drawn.
    pygame.display.flip()
 
    # Limit to 20 frames per second
    clock.tick(60)
     
# Close the window and quit.
# If you forget this line, the program will 'hang'
# on exit if running from IDLE.
pygame.quit()