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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():
        if event.type == pygame.QUIT:
            done = True
            # 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()