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:
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