# import the pygame module import pygame # import pygame.locals for easier # access to key coordinates from pygame.locals import * # Define our square object and call super to # give it all the properties and methods of pygame.sprite.Sprite # Define the class for our square objects class Square(pygame.sprite.Sprite): def __init__(self): super(Square, self).__init__() # Define the dimension of the surface # Here we are making squares of side 25px self.surf = pygame.Surface((25, 25)) # Define the color of the surface using RGB color coding. self.surf.fill((0, 200, 255)) self.rect = self.surf.get_rect() # initialize pygame pygame.init() # Define the dimensions of screen object screen = pygame.display.set_mode((800, 600)) # instantiate all square objects square1 = Square() square2 = Square() square3 = Square() square4 = Square() # Variable to keep our game loop running gameOn = True # Our game loop while gameOn: # for loop through the event queue for event in pygame.event.get(): # Check for KEYDOWN event if event.type == KEYDOWN: # If the Backspace key has been pressed set # running to false to exit the main loop if event.key == K_BACKSPACE: gameOn = False # Check for QUIT event elif event.type == QUIT: gameOn = False # Define where the squares will appear on the screen # Use blit to draw them on the screen surface screen.blit(square1.surf, (40, 40)) screen.blit(square2.surf, (40, 530)) screen.blit(square3.surf, (730, 40)) screen.blit(square4.surf, (730, 530)) # Update the display using flip pygame.display.flip()