""" Starting Template Once you have learned how to use classes, you can begin your program with this template. If Python and Arcade are installed, this example can be run from the command line with: python -m arcade.examples.starting_template """ import arcade SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 SCREEN_TITLE = "Starting Template" class MyGame(arcade.Window): """ Main application class. NOTE: Go ahead and delete the methods you don't need. If you do need a method, delete the 'pass' and replace it with your own code. Don't leave 'pass' in this program. """ def __init__(self, width, height, title): super().__init__(width, height, title) arcade.set_background_color(arcade.color.AMAZON) # If you have sprite lists, you should create them here, # and set them to None def setup(self): # Create your sprites and sprite lists here pass def on_draw(self): """ Render the screen. """ # This command should happen before we start drawing. It will clear # the screen to the background color, and erase what we drew last frame. arcade.start_render() # Call draw() on all your sprite lists below def update(self, delta_time): """ All the logic to move, and the game logic goes here. Normally, you'll call update() on the sprite lists that need it. """ pass def on_key_press(self, key, key_modifiers): """ Called whenever a key on the keyboard is pressed. For a full list of keys, see: http://arcade.academy/arcade.key.html """ pass def on_key_release(self, key, key_modifiers): """ Called whenever the user lets off a previously pressed key. """ pass def on_mouse_motion(self, x, y, delta_x, delta_y): """ Called whenever the mouse moves. """ pass def on_mouse_press(self, x, y, button, key_modifiers): """ Called when the user presses a mouse button. """ pass def on_mouse_release(self, x, y, button, key_modifiers): """ Called when a user releases a mouse button. """ pass def main(): """ Main method """ game = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) game.setup() arcade.run() if __name__ == "__main__": main()