python - Flash event ceases upon input -


i attempting add victory event causes screen flash blue , yellow rapidly, there have been problems. initially, tried wait function issue froze else during time. tried recall color 4 times before switching worked, issue on faster or slower computer behave differently. currently, use pygame.time.set_timer issue if apply other input such arrow key, cease flashing until stop inputting. ideally, continue flash until v = 0. should flash blue , yellow v = 2, , v = 1 make flash red , else have not yet decided. using flashing

    if v == 2:         if event.type == event_500ms:             if blue == 1:                 d.fill(blue)                 blue = 2             elif blue == 2:                 d.fill(yellow)                 blue = 1 

this of code. code shown above located @ bottom of entire code.

import pygame, sys, random pygame.locals import *  pygame.init()  black =          (  0,   0,   0) abino =          ( 34,  45, 102) pindler =        (255, 123,  90) mexon =          (200, 190, 220) white =          (255, 255, 255) yellow =         (255, 255,   0) red =            (255,   0,   0) blue =           (  0,   0, 255)  size = [700, 500] d = pygame.display.set_mode(size) l = pygame.draw.aaline r = pygame.draw.rect g = random.randrange(1, 10) gm = 1 gmt = 2 cip = 1 co = 2 v = 0 blue = 1 event_500ms = pygame.userevent + 1 pygame.time.set_timer(event_500ms, 500)  pygame.display.set_caption("moline") myfont = pygame.font.sysfont("monospace", 15) t = myfont.render m1s = "rules:" m2s = "1. start, press each arrow key in random sequence" m2f = " 1 second." m3s = "2. win, re-merge 4 men on crossmark." m4s = "3. complete before running man completes lap." m5s = "4. mouse movement illegal , causes severe time penalty." l1 = t(m1s, 1, (255, 255, 0)) l2 = t(m2s, 1, (255, 255, 0)) l2c = t(m2f, 1, (255, 255, 0)) l3 = t(m3s, 1, (255, 255, 0)) l4 = t(m4s, 1, (255, 255, 0)) l5 = t(m5s, 1, (255, 255, 0)) b = d.blit fx = 10 fy = 10 l6 = t("cheeeeeeeeese", 1, (255, 255, 0))  def moline1(d, x, y):     pygame.draw.ellipse(d, black, [1 + x, y, 10, 10], 0)      pygame.draw.line(d, black, [5 + x, 17 + y], [10 + x, 27 + y], 2)     pygame.draw.line(d, black, [5 + x, 17 + y], [x, 27 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 17 + y], [5 + x, 7 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 7 + y], [9 + x, 17 + y], 2)     pygame.draw.line(d, pindler, [5 + x, 7 + y], [1 + x, 17 + y], 2)  def moline2(d, x, y):     pygame.draw.ellipse(d, black, [1 + x, y, 10, 10], 0)      pygame.draw.line(d, black, [5 + x, 17 + y], [10 + x, 27 + y], 2)     pygame.draw.line(d, black, [5 + x, 17 + y], [x, 27 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 17 + y], [5 + x, 7 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 7 + y], [9 + x, 17 + y], 2)     pygame.draw.line(d, pindler, [5 + x, 7 + y], [1 + x, 17 + y], 2)  def moline3(d, x, y):     pygame.draw.ellipse(d, black, [1 + x, y, 10, 10], 0)      pygame.draw.line(d, black, [5 + x, 17 + y], [10 + x, 27 + y], 2)     pygame.draw.line(d, black, [5 + x, 17 + y], [x, 27 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 17 + y], [5 + x, 7 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 7 + y], [9 + x, 17 + y], 2)     pygame.draw.line(d, pindler, [5 + x, 7 + y], [1 + x, 17 + y], 2)  def moline4(d, x, y):     pygame.draw.ellipse(d, black, [1 + x, y, 10, 10], 0)      pygame.draw.line(d, black, [5 + x, 17 + y], [10 + x, 27 + y], 2)     pygame.draw.line(d, black, [5 + x, 17 + y], [x, 27 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 17 + y], [5 + x, 7 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 7 + y], [9 + x, 17 + y], 2)     pygame.draw.line(d, pindler, [5 + x, 7 + y], [1 + x, 17 + y], 2)  def moline5(d, x, y):     pygame.draw.ellipse(d, black, [1 + x, y, 10, 10], 0)      pygame.draw.line(d, black, [5 + x, 17 + y], [10 + x, 27 + y], 2)     pygame.draw.line(d, black, [5 + x, 17 + y], [x, 27 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 17 + y], [5 + x, 7 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 7 + y], [9 + x, 17 + y], 2)     pygame.draw.line(d, pindler, [5 + x, 7 + y], [1 + x, 17 + y], 2)  def finish(d, x, y):     r(d, black, ( 4, 42, 6, 6))     r(d, white, (10, 42, 6, 6))     r(d, black, (16, 42, 6, 6))     r(d, white, (22, 42, 6, 6))     r(d, black, (28, 42, 6, 6))     r(d, white, (34, 42, 6, 6))      r(d, white, ( 4, 48, 6, 6))     r(d, black, (10, 48, 6, 6))     r(d, white, (16, 48, 6, 6))     r(d, black, (22, 48, 6, 6))     r(d, white, (28, 48, 6, 6))     r(d, black, (34, 48, 6, 6))      r(d, black, ( 4, 54, 6, 6))     r(d, white, (10, 54, 6, 6))     r(d, black, (16, 54, 6, 6))     r(d, white, (22, 54, 6, 6))     r(d, black, (28, 54, 6, 6))     r(d, white, (34, 54, 6, 6))  x_speed = 0 y_speed = 0  x2_speed = 0 y2_speed = 0  x3_speed = 0 y3_speed = 0  x4_speed = 0 y4_speed = 0  x_coord = 300 y_coord = 300  x2_coord = 300 y2_coord = 300  x3_coord = 300 y3_coord = 300  x4_coord = 300 y4_coord = 300  x5_coord = 30 y5_coord = 10  direction = 'right'  clock = pygame.time.clock()  while true:     event in pygame.event.get():         if event.type == pygame.quit:             pygame.quit()             sys.exit()          elif event.type == pygame.keydown:             if event.key == pygame.k_left:                 x_speed =- 3                 x2_speed = 3                 y3_speed =- 3                 y4_speed = 3             elif event.key == pygame.k_right:                 x_speed = 3                 x2_speed =- 3                 y3_speed = 3                 y4_speed =- 3             elif event.key == pygame.k_up:                 y_speed =- 3                 y2_speed = 3                 x3_speed =- 3                 x4_speed = 3             elif event.key == pygame.k_down:                 y_speed = 3                 y2_speed =- 3                 x3_speed = 3                 x4_speed =- 3             elif event.key == pygame.k_tab:                 gmt += 1                 cip = 2                 if gmt % 2:                     gm = 2                 else:                     gm = 1          if event.type == pygame.keyup:             if event.key == pygame.k_left:                 x_speed=0                 x2_speed=0                 y3_speed=0                 y4_speed=0             elif event.key == pygame.k_right:                 x_speed=0                 x2_speed=0                 y3_speed=0                 y4_speed=0             elif event.key == pygame.k_up:                 y_speed=0                 y2_speed=0                 x3_speed=0                 x4_speed=0             elif event.key == pygame.k_down:                 y_speed=0                 y2_speed=0                 x3_speed=0                 x4_speed=0          elif event.type == mousebuttondown:             x_coord = 300             y_coord = 300             x2_coord = 300             y2_coord = 300             x3_coord = 300             y3_coord = 300             x4_coord = 300             y4_coord = 300             x5_coord = 30             y5_coord = 10             direction = 'right'             d.fill(black)             g = random.randrange(1, 10)             co = 2             v = 2          elif event.type == mousebuttonup:             x5_coord = 30             y5_coord = 10             direction = 'right'          if direction == 'right':             x5_coord += 10             if x5_coord == 670:                 direction = 'down'         elif direction == 'down':             y5_coord += 10             if y5_coord == 460:                 direction = 'left'         elif direction == 'left':             x5_coord -= 10             if x5_coord == 10:                 direction = 'up'         elif direction == 'up':             y5_coord -= 10             if y5_coord == 10:                 direction = 'right'          x_coord = x_coord + x_speed     y_coord = y_coord + y_speed      x2_coord = x2_coord + x2_speed     y2_coord = y2_coord + y2_speed      x3_coord = x3_coord + x3_speed     y3_coord = y3_coord + y3_speed      x4_coord = x4_coord + x4_speed     y4_coord = y4_coord + y4_speed      if gm == 2 , cip == 2:         d.fill(black)         cip = 1      if gm == 1:         d.fill(mexon)      if g >= 6:         b(l6, (80, 150))      if g == 1 , co == 2:         x_coord = 366         y_coord = 201          x2_coord = 234         y2_coord = 399          x3_coord = 201         y3_coord = 366          x4_coord = 399         y4_coord = 234          co = 1      elif g == 2 , co == 2:         x_coord = 240         y_coord = 312          x2_coord = 360         y2_coord = 288          x3_coord = 312         y3_coord = 240          x4_coord = 288         y4_coord = 360          co = 1      elif g == 3 , co == 2:         x_coord = 405         y_coord = 228          x2_coord = 195         y2_coord = 372          x3_coord = 228         y3_coord = 405          x4_coord = 372         y4_coord = 195          co = 1      elif g == 4 , co == 2:         x_coord = 179         y_coord = 309          x2_coord = 421         y2_coord = 291          x3_coord = 309         y3_coord = 179          x4_coord = 291         y4_coord = 421          co = 1      elif g == 5 , co == 2:         x_coord = 315         y_coord = 450          x2_coord = 285         y2_coord = 150          x3_coord = 450         y3_coord = 315          x4_coord = 150         y4_coord = 285          co = 1      elif g == 6 , co == 2:         x_coord = 180         y_coord = 390          x2_coord = 420         y2_coord = 210          x3_coord = 390         y3_coord = 180          x4_coord = 210         y4_coord = 420          co = 1      elif g == 7 , co == 2:         x_coord = 267         y_coord = 204          x2_coord = 333         y2_coord = 396          x3_coord = 204         y3_coord = 267          x4_coord = 396         y4_coord = 333          co = 1      elif g == 8 , co == 2:         x_coord = 363         y_coord = 390          x2_coord = 237         y2_coord = 210          x3_coord = 390         y3_coord = 363          x4_coord = 210         y4_coord = 237          co = 1      elif g == 9 , co == 2:         x_coord = 234         y_coord = 273          x2_coord = 366         y2_coord = 327          x3_coord = 273         y3_coord = 234          x4_coord = 327         y4_coord = 366          co = 1      elif g == 10 , co == 2:         x_coord = 102         y_coord = 267          x2_coord = 498         y2_coord = 333          x3_coord = 267         y3_coord = 102          x4_coord = 333         y4_coord = 498          co = 1      if v == 2:         if event.type == event_500ms:             if blue == 1:                 d.fill(blue)                 blue = 2             elif blue == 2:                 d.fill(yellow)                 blue = 1        b(l1, (47, 45))     b(l2, (47, 60))     b(l2c, (65, 75))     b(l3, (47, 90))     b(l4, (47, 105))     b(l5, (47, 120))      l(d, pindler, (40, 5), (695, 5), 10)     l(d, pindler, (3, 42), (3, 495), 10)     l(d, pindler, (3, 495), (695, 495), 10)     l(d, pindler, (695, 495), (695, 5), 10)      l(d, pindler, (3, 41), (658, 42), 10)     l(d, pindler, (40, 5), (40, 458), 10)     l(d, pindler, (40, 458), (658, 458), 10)     l(d, pindler, (658, 458), (658, 42), 10)      finish(d, fx, fy)      moline1(d, x_coord, y_coord)      moline2(d, x2_coord, y2_coord)      moline3(d, x3_coord, y3_coord)      moline4(d, x4_coord, y4_coord)      moline5(d, x5_coord, y5_coord)       pygame.draw.line(d, pindler, (303, 302), (307, 306), 1)     pygame.draw.line(d, pindler, (307, 302), (303, 306), 1)           pygame.display.flip()      clock.tick(60)  pygame.quit() 

this here proposed edit, not work sadly. makes flash never happen reason.

        elif event.type == mousebuttonup:             x5_coord = 30             y5_coord = 10             direction = 'right'          if direction == 'right':             x5_coord += 10             if x5_coord == 670:                 direction = 'down'         elif direction == 'down':             y5_coord += 10             if y5_coord == 460:                 direction = 'left'         elif direction == 'left':             x5_coord -= 10             if x5_coord == 10:                 direction = 'up'         elif direction == 'up':             y5_coord -= 10             if y5_coord == 10:                 direction = 'right'          if v == 2:             if event.type == event_500ms:                 if blue == 1:                     d.fill(blue)                     blue = 2                 elif blue == 2:                     d.fill(yellow)                     blue = 1        x_coord = x_coord + x_speed     y_coord = y_coord + y_speed      x2_coord = x2_coord + x2_speed     y2_coord = y2_coord + y2_speed      x3_coord = x3_coord + x3_speed     y3_coord = y3_coord + y3_speed      x4_coord = x4_coord + x4_speed     y4_coord = y4_coord + y4_speed 

your indentation wrong. code show not part of loop block, executed after loop:

while true:     event in pygame.event.get():         # other event handling      # other code      if v == 2:         if event.type == event_500ms:             if blue == 1:                 d.fill(blue)                 blue = 2             elif blue == 2:                 d.fill(yellow)                 blue = 1 

this means event last event processed, which, when isn't other input, timer. otherwise, different. move event loop, , indent it:

while true:     event in pygame.event.get():         # other event handling         if v == 2:             if event.type == event_500ms:                 if blue == 1:                     d.fill(blue)                     blue = 2                 elif blue == 2:                     d.fill(yellow)                     blue = 1     # other code 

however, doing cause blue / yellow background overdrawn other drawing code. so, wrap other drawing code in if v != 2 block:

import pygame, sys, random pygame.locals import *  pygame.init()  black =          (  0,   0,   0) abino =          ( 34,  45, 102) pindler =        (255, 123,  90) mexon =          (200, 190, 220) white =          (255, 255, 255) yellow =         (255, 255,   0) red =            (255,   0,   0) blue =           (  0,   0, 255)  size = [700, 500] d = pygame.display.set_mode(size) l = pygame.draw.aaline r = pygame.draw.rect g = random.randrange(1, 10) gm = 1 gmt = 2 cip = 1 co = 2 v = 0 blue = 1 event_500ms = pygame.userevent + 1 pygame.time.set_timer(event_500ms, 500)  pygame.display.set_caption("moline") myfont = pygame.font.sysfont("monospace", 15) t = myfont.render m1s = "rules:" m2s = "1. start, press each arrow key in random sequence" m2f = " 1 second." m3s = "2. win, re-merge 4 men on crossmark." m4s = "3. complete before running man completes lap." m5s = "4. mouse movement illegal , causes severe time penalty." l1 = t(m1s, 1, (255, 255, 0)) l2 = t(m2s, 1, (255, 255, 0)) l2c = t(m2f, 1, (255, 255, 0)) l3 = t(m3s, 1, (255, 255, 0)) l4 = t(m4s, 1, (255, 255, 0)) l5 = t(m5s, 1, (255, 255, 0)) b = d.blit fx = 10 fy = 10 l6 = t("cheeeeeeeeese", 1, (255, 255, 0))  def moline1(d, x, y):     pygame.draw.ellipse(d, black, [1 + x, y, 10, 10], 0)      pygame.draw.line(d, black, [5 + x, 17 + y], [10 + x, 27 + y], 2)     pygame.draw.line(d, black, [5 + x, 17 + y], [x, 27 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 17 + y], [5 + x, 7 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 7 + y], [9 + x, 17 + y], 2)     pygame.draw.line(d, pindler, [5 + x, 7 + y], [1 + x, 17 + y], 2)  def moline2(d, x, y):     pygame.draw.ellipse(d, black, [1 + x, y, 10, 10], 0)      pygame.draw.line(d, black, [5 + x, 17 + y], [10 + x, 27 + y], 2)     pygame.draw.line(d, black, [5 + x, 17 + y], [x, 27 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 17 + y], [5 + x, 7 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 7 + y], [9 + x, 17 + y], 2)     pygame.draw.line(d, pindler, [5 + x, 7 + y], [1 + x, 17 + y], 2)  def moline3(d, x, y):     pygame.draw.ellipse(d, black, [1 + x, y, 10, 10], 0)      pygame.draw.line(d, black, [5 + x, 17 + y], [10 + x, 27 + y], 2)     pygame.draw.line(d, black, [5 + x, 17 + y], [x, 27 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 17 + y], [5 + x, 7 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 7 + y], [9 + x, 17 + y], 2)     pygame.draw.line(d, pindler, [5 + x, 7 + y], [1 + x, 17 + y], 2)  def moline4(d, x, y):     pygame.draw.ellipse(d, black, [1 + x, y, 10, 10], 0)      pygame.draw.line(d, black, [5 + x, 17 + y], [10 + x, 27 + y], 2)     pygame.draw.line(d, black, [5 + x, 17 + y], [x, 27 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 17 + y], [5 + x, 7 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 7 + y], [9 + x, 17 + y], 2)     pygame.draw.line(d, pindler, [5 + x, 7 + y], [1 + x, 17 + y], 2)  def moline5(d, x, y):     pygame.draw.ellipse(d, black, [1 + x, y, 10, 10], 0)      pygame.draw.line(d, black, [5 + x, 17 + y], [10 + x, 27 + y], 2)     pygame.draw.line(d, black, [5 + x, 17 + y], [x, 27 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 17 + y], [5 + x, 7 + y], 2)      pygame.draw.line(d, pindler, [5 + x, 7 + y], [9 + x, 17 + y], 2)     pygame.draw.line(d, pindler, [5 + x, 7 + y], [1 + x, 17 + y], 2)  def finish(d, x, y):     r(d, black, ( 4, 42, 6, 6))     r(d, white, (10, 42, 6, 6))     r(d, black, (16, 42, 6, 6))     r(d, white, (22, 42, 6, 6))     r(d, black, (28, 42, 6, 6))     r(d, white, (34, 42, 6, 6))      r(d, white, ( 4, 48, 6, 6))     r(d, black, (10, 48, 6, 6))     r(d, white, (16, 48, 6, 6))     r(d, black, (22, 48, 6, 6))     r(d, white, (28, 48, 6, 6))     r(d, black, (34, 48, 6, 6))      r(d, black, ( 4, 54, 6, 6))     r(d, white, (10, 54, 6, 6))     r(d, black, (16, 54, 6, 6))     r(d, white, (22, 54, 6, 6))     r(d, black, (28, 54, 6, 6))     r(d, white, (34, 54, 6, 6))  x_speed = 0 y_speed = 0  x2_speed = 0 y2_speed = 0  x3_speed = 0 y3_speed = 0  x4_speed = 0 y4_speed = 0  x_coord = 300 y_coord = 300  x2_coord = 300 y2_coord = 300  x3_coord = 300 y3_coord = 300  x4_coord = 300 y4_coord = 300  x5_coord = 30 y5_coord = 10  direction = 'right'  clock = pygame.time.clock()  while true:     event in pygame.event.get():         if event.type == pygame.quit:             pygame.quit()             sys.exit()          elif event.type == pygame.keydown:             if event.key == pygame.k_left:                 x_speed =- 3                 x2_speed = 3                 y3_speed =- 3                 y4_speed = 3             elif event.key == pygame.k_right:                 x_speed = 3                 x2_speed =- 3                 y3_speed = 3                 y4_speed =- 3             elif event.key == pygame.k_up:                 y_speed =- 3                 y2_speed = 3                 x3_speed =- 3                 x4_speed = 3             elif event.key == pygame.k_down:                 y_speed = 3                 y2_speed =- 3                 x3_speed = 3                 x4_speed =- 3             elif event.key == pygame.k_tab:                 gmt += 1                 cip = 2                 if gmt % 2:                     gm = 2                 else:                     gm = 1          if event.type == pygame.keyup:             if event.key == pygame.k_left:                 x_speed=0                 x2_speed=0                 y3_speed=0                 y4_speed=0             elif event.key == pygame.k_right:                 x_speed=0                 x2_speed=0                 y3_speed=0                 y4_speed=0             elif event.key == pygame.k_up:                 y_speed=0                 y2_speed=0                 x3_speed=0                 x4_speed=0             elif event.key == pygame.k_down:                 y_speed=0                 y2_speed=0                 x3_speed=0                 x4_speed=0          elif event.type == mousebuttondown:             x_coord = 300             y_coord = 300             x2_coord = 300             y2_coord = 300             x3_coord = 300             y3_coord = 300             x4_coord = 300             y4_coord = 300             x5_coord = 30             y5_coord = 10             direction = 'right'             d.fill(black)             g = random.randrange(1, 10)             co = 2             v = 2          elif event.type == mousebuttonup:             x5_coord = 30             y5_coord = 10             direction = 'right'          if direction == 'right':             x5_coord += 10             if x5_coord == 670:                 direction = 'down'         elif direction == 'down':             y5_coord += 10             if y5_coord == 460:                 direction = 'left'         elif direction == 'left':             x5_coord -= 10             if x5_coord == 10:                 direction = 'up'         elif direction == 'up':             y5_coord -= 10             if y5_coord == 10:                 direction = 'right'         print(v, event, event.type, event_500ms, v == 2, event.type == event_500ms, blue)         if v == 2:             if event.type == event_500ms:                 if blue == 1:                     d.fill(blue)                     blue = 2                 elif blue == 2:                     d.fill(yellow)                     blue = 1      if v != 2:         x_coord = x_coord + x_speed         y_coord = y_coord + y_speed          x2_coord = x2_coord + x2_speed         y2_coord = y2_coord + y2_speed          x3_coord = x3_coord + x3_speed         y3_coord = y3_coord + y3_speed          x4_coord = x4_coord + x4_speed         y4_coord = y4_coord + y4_speed          if gm == 2 , cip == 2:             d.fill(black)             cip = 1          if gm == 1:             d.fill(mexon)          if g >= 6:             b(l6, (80, 150))          if g == 1 , co == 2:             x_coord = 366             y_coord = 201              x2_coord = 234             y2_coord = 399              x3_coord = 201             y3_coord = 366              x4_coord = 399             y4_coord = 234              co = 1          elif g == 2 , co == 2:             x_coord = 240             y_coord = 312              x2_coord = 360             y2_coord = 288              x3_coord = 312             y3_coord = 240              x4_coord = 288             y4_coord = 360              co = 1          elif g == 3 , co == 2:             x_coord = 405             y_coord = 228              x2_coord = 195             y2_coord = 372              x3_coord = 228             y3_coord = 405              x4_coord = 372             y4_coord = 195              co = 1          elif g == 4 , co == 2:             x_coord = 179             y_coord = 309              x2_coord = 421             y2_coord = 291              x3_coord = 309             y3_coord = 179              x4_coord = 291             y4_coord = 421              co = 1          elif g == 5 , co == 2:             x_coord = 315             y_coord = 450              x2_coord = 285             y2_coord = 150              x3_coord = 450             y3_coord = 315              x4_coord = 150             y4_coord = 285              co = 1          elif g == 6 , co == 2:             x_coord = 180             y_coord = 390              x2_coord = 420             y2_coord = 210              x3_coord = 390             y3_coord = 180              x4_coord = 210             y4_coord = 420              co = 1          elif g == 7 , co == 2:             x_coord = 267             y_coord = 204              x2_coord = 333             y2_coord = 396              x3_coord = 204             y3_coord = 267              x4_coord = 396             y4_coord = 333              co = 1          elif g == 8 , co == 2:             x_coord = 363             y_coord = 390              x2_coord = 237             y2_coord = 210              x3_coord = 390             y3_coord = 363              x4_coord = 210             y4_coord = 237              co = 1          elif g == 9 , co == 2:             x_coord = 234             y_coord = 273              x2_coord = 366             y2_coord = 327              x3_coord = 273             y3_coord = 234              x4_coord = 327             y4_coord = 366              co = 1          elif g == 10 , co == 2:             x_coord = 102             y_coord = 267              x2_coord = 498             y2_coord = 333              x3_coord = 267             y3_coord = 102              x4_coord = 333             y4_coord = 498              co = 1             b(l1, (47, 45))         b(l2, (47, 60))         b(l2c, (65, 75))         b(l3, (47, 90))         b(l4, (47, 105))         b(l5, (47, 120))          l(d, pindler, (40, 5), (695, 5), 10)         l(d, pindler, (3, 42), (3, 495), 10)         l(d, pindler, (3, 495), (695, 495), 10)         l(d, pindler, (695, 495), (695, 5), 10)          l(d, pindler, (3, 41), (658, 42), 10)         l(d, pindler, (40, 5), (40, 458), 10)         l(d, pindler, (40, 458), (658, 458), 10)         l(d, pindler, (658, 458), (658, 42), 10)          finish(d, fx, fy)          moline1(d, x_coord, y_coord)          moline2(d, x2_coord, y2_coord)          moline3(d, x3_coord, y3_coord)          moline4(d, x4_coord, y4_coord)          moline5(d, x5_coord, y5_coord)           pygame.draw.line(d, pindler, (303, 302), (307, 306), 1)         pygame.draw.line(d, pindler, (307, 302), (303, 306), 1)      pygame.display.flip()      clock.tick(60)  pygame.quit() 

result:

enter image description here


Comments

Popular posts from this blog

Payment information shows nothing in one page checkout page magento -

tcpdump - How to check if server received packet (acknowledged) -