494 lines
22 KiB
Python
494 lines
22 KiB
Python
import pygame, sys, random, math
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pygame.init()
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screen = pygame.display.set_mode((800,600))
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pygame.display.set_caption("Realistic Rotational Physics Derived from Collisions")
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clock = pygame.time.Clock()
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font = pygame.font.SysFont(None, 20)
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# Physics constants
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GRAVITY = 500.0 # pixels/s^2
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RESTITUTION = 0.8 # bounciness coefficient
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DAMPING = 0.99 # linear damping per frame
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ANGULAR_DAMPING = 0.99 # angular damping per frame
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# Friction coefficient for collisions
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FRICTION_COEFF = 0.5
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# Modes
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MODE_EDIT = "edit"
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MODE_SIMULATE = "simulate"
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mode = MODE_EDIT
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# Global lists and undo/redo stacks
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shapes = []
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undo_stack = []
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redo_stack = []
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# State for drawing a new shape
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drawing_new_shape = False
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current_drawing_points = [] # absolute coordinates
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# State for dragging a shape
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dragging_shape = None
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drag_offset = (0,0)
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drag_start_offset = None
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# Collision mesh grid square size (for visual oriented boxes)
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square_size = 10
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# Debug flag and counters
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debug_mode = False
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collision_checks = 0 # number of SAT axis tests
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impulse_resolutions_count = 0 # count of impulse resolutions performed
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def rotate_point(x, y, angle):
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"""Rotate a point (x,y) by angle (in radians)."""
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cos_a = math.cos(angle)
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sin_a = math.sin(angle)
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return (x*cos_a - y*sin_a, x*sin_a + y*cos_a)
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def compute_moment_of_inertia(local_poly, mass):
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"""Approximate moment of inertia (using maximum distance from the local center)."""
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cx = sum(p[0] for p in local_poly)/len(local_poly)
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cy = sum(p[1] for p in local_poly)/len(local_poly)
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max_dist_sq = max((p[0]-cx)**2 + (p[1]-cy)**2 for p in local_poly)
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return mass * max_dist_sq / 2
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def point_in_polygon(x, y, poly):
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"""Ray–casting algorithm to test if (x,y) is inside poly."""
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num = len(poly)
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j = num - 1
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inside = False
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for i in range(num):
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xi, yi = poly[i]
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xj, yj = poly[j]
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if ((yi > y) != (yj > y)) and (x < (xj-xi)*(y-yi)/(yj-yi+1e-9)+xi):
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inside = not inside
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j = i
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return inside
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def greedy_mesh(grid, rows, cols, square_size):
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"""Combine adjacent True cells into larger rectangles (in local coordinates)."""
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used = [[False for _ in range(cols)] for _ in range(rows)]
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rects = []
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for row in range(rows):
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for col in range(cols):
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if grid[row][col] and not used[row][col]:
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width = 0
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while col+width < cols and grid[row][col+width] and not used[row][col+width]:
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width += 1
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height = 0
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valid = True
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while valid and row+height < rows:
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for i in range(width):
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if not grid[row+height][col+i] or used[row+height][col+i]:
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valid = False
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break
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if valid:
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height += 1
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for r in range(row, row+height):
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for c in range(col, col+width):
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used[r][c] = True
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rects.append(pygame.Rect(col*square_size, row*square_size, width*square_size, height*square_size))
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return rects
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def compute_local_collision_boxes(local_poly, square_size):
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"""Compute grid cells inside local_poly and merge them using greedy meshing."""
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xs = [p[0] for p in local_poly]
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ys = [p[1] for p in local_poly]
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max_x = int(max(xs))
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max_y = int(max(ys))
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cols = (max_x // square_size) + 1
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rows = (max_y // square_size) + 1
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grid = [[False for _ in range(cols)] for _ in range(rows)]
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for row in range(rows):
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for col in range(cols):
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cx = col*square_size + square_size/2
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cy = row*square_size + square_size/2
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if point_in_polygon(cx, cy, local_poly):
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grid[row][col] = True
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rects = greedy_mesh(grid, rows, cols, square_size)
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return rects
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def sat_collision_polygon(polyA, polyB):
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"""
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Uses the Separating Axis Theorem (SAT) to check collision between two convex polygons.
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Returns (colliding, mtv_normal, penetration_depth).
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Increments the global collision_checks count for each axis test.
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"""
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global collision_checks
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min_overlap = float('inf')
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mtv_axis = None
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for polygon in (polyA, polyB):
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for i in range(len(polygon)):
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p1 = polygon[i]
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p2 = polygon[(i+1)%len(polygon)]
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edge = (p2[0]-p1[0], p2[1]-p1[1])
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axis = (-edge[1], edge[0])
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length = math.hypot(axis[0], axis[1])
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if length == 0:
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continue
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axis = (axis[0]/length, axis[1]/length)
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collision_checks += 1
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minA, maxA = float('inf'), float('-inf')
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for p in polyA:
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proj = p[0]*axis[0] + p[1]*axis[1]
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minA = min(minA, proj)
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maxA = max(maxA, proj)
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minB, maxB = float('inf'), float('-inf')
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for p in polyB:
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proj = p[0]*axis[0] + p[1]*axis[1]
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minB = min(minB, proj)
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maxB = max(maxB, proj)
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overlap = min(maxA, maxB) - max(minA, minB)
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if overlap < 0:
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return (False, None, 0)
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if overlap < min_overlap:
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min_overlap = overlap
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mtv_axis = axis
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centerA = (sum(p[0] for p in polyA)/len(polyA), sum(p[1] for p in polyA)/len(polyA))
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centerB = (sum(p[0] for p in polyB)/len(polyB), sum(p[1] for p in polyB)/len(polyB))
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d = (centerB[0]-centerA[0], centerB[1]-centerA[1])
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if d[0]*mtv_axis[0] + d[1]*mtv_axis[1] < 0:
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mtv_axis = (-mtv_axis[0], -mtv_axis[1])
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return (True, mtv_axis, min_overlap)
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class Shape:
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def __init__(self, local_poly, offset):
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"""
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local_poly: list of points (x,y) in local coordinates (with minimum at (0,0)).
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offset: (x,y) position in the window.
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"""
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self.local_poly = local_poly
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self.offset = list(offset)
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self.collision_rects = compute_local_collision_boxes(self.local_poly, square_size)
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self.velocity = [0.0, 0.0]
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self.angular_velocity = 0.0 # starts at zero; rotation will be derived from collisions
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self.angle = 0.0
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self.color = (random.randint(50,255), random.randint(50,255), random.randint(50,255))
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area = abs(0.5 * sum(local_poly[i][0]*local_poly[(i+1)%len(local_poly)][1] - local_poly[(i+1)%len(local_poly)][0]*local_poly[i][1]
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for i in range(len(local_poly))))
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self.mass = area if area > 0 else 1.0
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self.inertia = compute_moment_of_inertia(local_poly, self.mass)
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self.local_center = (sum(p[0] for p in local_poly)/len(local_poly),
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sum(p[1] for p in local_poly)/len(local_poly))
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self.colliding_boxes = set()
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def get_absolute_polygon(self):
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"""Return the rotated and translated polygon."""
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abs_poly = []
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for p in self.local_poly:
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rel = (p[0]-self.local_center[0], p[1]-self.local_center[1])
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rot = rotate_point(rel[0], rel[1], self.angle)
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abs_poly.append((rot[0] + self.offset[0] + self.local_center[0],
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rot[1] + self.offset[1] + self.local_center[1]))
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return abs_poly
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def get_absolute_collision_polys(self):
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"""Return oriented collision boxes (for visualization)."""
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polys = []
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for rect in self.collision_rects:
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corners = [(rect.x, rect.y),
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(rect.x+rect.width, rect.y),
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(rect.x+rect.width, rect.y+rect.height),
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(rect.x, rect.y+rect.height)]
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transformed = []
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for pt in corners:
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rel = (pt[0]-self.local_center[0], pt[1]-self.local_center[1])
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rot = rotate_point(rel[0], rel[1], self.angle)
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transformed.append((rot[0] + self.offset[0] + self.local_center[0],
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rot[1] + self.offset[1] + self.local_center[1]))
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polys.append(transformed)
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return polys
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def get_bounding_rect(self):
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poly = self.get_absolute_polygon()
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xs = [p[0] for p in poly]
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ys = [p[1] for p in poly]
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return pygame.Rect(min(xs), min(ys), max(xs)-min(xs), max(ys)-min(ys))
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def get_center(self):
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"""Return the global center (local center translated)."""
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return (self.offset[0] + self.local_center[0],
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self.offset[1] + self.local_center[1])
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def update(self, dt):
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# Apply gravity.
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self.velocity[1] += GRAVITY * dt
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# Update position.
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self.offset[0] += self.velocity[0] * dt
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self.offset[1] += self.velocity[1] * dt
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# Update rotation.
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self.angle += self.angular_velocity * dt
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# Bounce off window edges.
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br = self.get_bounding_rect()
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if br.left < 0:
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self.offset[0] -= br.left
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self.velocity[0] = -RESTITUTION * self.velocity[0]
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if br.right > screen.get_width():
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self.offset[0] -= (br.right - screen.get_width())
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self.velocity[0] = -RESTITUTION * self.velocity[0]
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if br.top < 0:
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self.offset[1] -= br.top
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self.velocity[1] = -RESTITUTION * self.velocity[1]
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if br.bottom > screen.get_height():
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self.offset[1] -= (br.bottom - screen.get_height())
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self.velocity[1] = -RESTITUTION * self.velocity[1]
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self.velocity[0] *= DAMPING
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self.velocity[1] *= DAMPING
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self.angular_velocity *= ANGULAR_DAMPING
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def draw(self, surface):
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pygame.draw.polygon(surface, self.color, self.get_absolute_polygon(), 2)
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polys = self.get_absolute_collision_polys()
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for idx, poly in enumerate(polys):
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col = (255,0,0) if idx in self.colliding_boxes else (0,0,255)
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pygame.draw.polygon(surface, col, poly, 1)
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def resolve_collision_realistic(shapeA, shapeB, normal, penetration):
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"""
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Applies positional correction and impulse–based collision resolution (with friction)
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so that rotation is derived from collision impulses.
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"""
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global impulse_resolutions_count
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percent = 0.2
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slop = 0.01
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inv_massA = 1/shapeA.mass
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inv_massB = 1/shapeB.mass
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correction = (max(penetration - slop, 0) / (inv_massA + inv_massB)) * percent
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shapeA.offset[0] -= correction * inv_massA * normal[0]
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shapeA.offset[1] -= correction * inv_massA * normal[1]
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shapeB.offset[0] += correction * inv_massB * normal[0]
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shapeB.offset[1] += correction * inv_massB * normal[1]
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centerA = shapeA.get_center()
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centerB = shapeB.get_center()
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contact_point = ((centerA[0]+centerB[0])/2, (centerA[1]+centerB[1])/2)
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rA = (contact_point[0]-centerA[0], contact_point[1]-centerA[1])
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rB = (contact_point[0]-centerB[0], contact_point[1]-centerB[1])
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velA_contact = (shapeA.velocity[0] + -shapeA.angular_velocity * rA[1],
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shapeA.velocity[1] + shapeA.angular_velocity * rA[0])
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velB_contact = (shapeB.velocity[0] + -shapeB.angular_velocity * rB[1],
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shapeB.velocity[1] + shapeB.angular_velocity * rB[0])
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rv = (velB_contact[0]-velA_contact[0], velB_contact[1]-velA_contact[1])
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vel_along_normal = rv[0]*normal[0] + rv[1]*normal[1]
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if vel_along_normal > 0:
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return
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e = RESTITUTION
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rA_cross_n = rA[0]*normal[1] - rA[1]*normal[0]
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rB_cross_n = rB[0]*normal[1] - rB[1]*normal[0]
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inv_inertiaA = 1/shapeA.inertia if shapeA.inertia != 0 else 0
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inv_inertiaB = 1/shapeB.inertia if shapeB.inertia != 0 else 0
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denom = inv_massA + inv_massB + (rA_cross_n**2)*inv_inertiaA + (rB_cross_n**2)*inv_inertiaB
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if denom == 0:
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return
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j = -(1+e)*vel_along_normal/denom
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impulse = (j*normal[0], j*normal[1])
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shapeA.velocity[0] -= impulse[0]*inv_massA
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shapeA.velocity[1] -= impulse[1]*inv_massA
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shapeB.velocity[0] += impulse[0]*inv_massB
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shapeB.velocity[1] += impulse[1]*inv_massB
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shapeA.angular_velocity -= rA_cross_n * j * inv_inertiaA
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shapeB.angular_velocity += rB_cross_n * j * inv_inertiaB
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tangent = (rv[0]-vel_along_normal*normal[0],
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rv[1]-vel_along_normal*normal[1])
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t_length = math.hypot(tangent[0], tangent[1])
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if t_length != 0:
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tangent = (tangent[0]/t_length, tangent[1]/t_length)
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jt = - (rv[0]*tangent[0] + rv[1]*tangent[1]) / denom
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jt = max(-j*FRICTION_COEFF, min(jt, j*FRICTION_COEFF))
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friction_impulse = (jt*tangent[0], jt*tangent[1])
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shapeA.velocity[0] -= friction_impulse[0]*inv_massA
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shapeA.velocity[1] -= friction_impulse[1]*inv_massA
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shapeB.velocity[0] += friction_impulse[0]*inv_massB
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shapeB.velocity[1] += friction_impulse[1]*inv_massB
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shapeA.angular_velocity -= (rA[0]*tangent[1] - rA[1]*tangent[0]) * jt * inv_inertiaA
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shapeB.angular_velocity += (rB[0]*tangent[1] - rB[1]*tangent[0]) * jt * inv_inertiaB
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global impulse_resolutions_count
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impulse_resolutions_count += 1
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class Button:
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def __init__(self, rect, text):
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self.rect = pygame.Rect(rect)
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self.text = text
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def draw(self, surface):
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pygame.draw.rect(surface, (100,100,100), self.rect)
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txt = font.render(self.text, True, (255,255,255))
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txt_rect = txt.get_rect(center=self.rect.center)
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surface.blit(txt, txt_rect)
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def is_clicked(self, pos):
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return self.rect.collidepoint(pos)
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new_shape_btn = Button((10,10,100,30), "New Shape")
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play_btn = Button((120,10,100,30), "Play")
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undo_btn = Button((230,10,100,30), "Undo")
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redo_btn = Button((340,10,100,30), "Redo")
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edit_btn = Button((450,10,100,30), "Edit")
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running = True
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while running:
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dt = clock.tick(60)/1000.0
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_d:
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debug_mode = not debug_mode
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if mode == MODE_EDIT:
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if event.type == pygame.MOUSEBUTTONDOWN:
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pos = pygame.mouse.get_pos()
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if new_shape_btn.is_clicked(pos):
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drawing_new_shape = True
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current_drawing_points = []
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dragging_shape = None
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elif play_btn.is_clicked(pos):
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mode = MODE_SIMULATE
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# Launch shapes with random linear velocities but zero angular velocity.
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for shape in shapes:
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shape.velocity = [random.choice([-200, -150, 150, 200]),
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random.choice([-200, -150, 150, 200])]
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shape.angular_velocity = 0.0
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elif undo_btn.is_clicked(pos):
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if undo_stack:
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action = undo_stack.pop()
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if action[0] == "add":
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shape = action[1]
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if shape in shapes:
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shapes.remove(shape)
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redo_stack.append(("add", shape))
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elif action[0] == "move":
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shape, old_offset, new_offset = action[1], action[2], action[3]
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shape.offset = list(old_offset)
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redo_stack.append(("move", shape, new_offset, old_offset))
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elif redo_btn.is_clicked(pos):
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if redo_stack:
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action = redo_stack.pop()
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if action[0] == "add":
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shape = action[1]
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shapes.append(shape)
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undo_stack.append(("add", shape))
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elif action[0] == "move":
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shape, old_offset, new_offset = action[1], action[2], action[3]
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shape.offset = list(new_offset)
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undo_stack.append(("move", shape, old_offset, new_offset))
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elif edit_btn.is_clicked(pos):
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pass
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else:
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if drawing_new_shape:
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current_drawing_points.append(pos)
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else:
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for shape in reversed(shapes):
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if point_in_polygon(pos[0], pos[1], shape.get_absolute_polygon()):
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dragging_shape = shape
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drag_offset = (pos[0]-shape.offset[0], pos[1]-shape.offset[1])
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drag_start_offset = shape.offset.copy()
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break
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elif event.type == pygame.MOUSEBUTTONUP:
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if dragging_shape:
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if drag_start_offset != dragging_shape.offset:
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undo_stack.append(("move", dragging_shape, drag_start_offset, dragging_shape.offset.copy()))
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redo_stack.clear()
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dragging_shape = None
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_RETURN and drawing_new_shape and len(current_drawing_points) >= 3:
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xs = [p[0] for p in current_drawing_points]
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ys = [p[1] for p in current_drawing_points]
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min_x, min_y = min(xs), min(ys)
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local_poly = [(p[0]-min_x, p[1]-min_y) for p in current_drawing_points]
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new_shape = Shape(local_poly, (min_x, min_y))
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shapes.append(new_shape)
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undo_stack.append(("add", new_shape))
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redo_stack.clear()
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drawing_new_shape = False
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elif event.key == pygame.K_z:
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if undo_stack:
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action = undo_stack.pop()
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if action[0] == "add":
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shape = action[1]
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||
if shape in shapes:
|
||
shapes.remove(shape)
|
||
redo_stack.append(("add", shape))
|
||
elif action[0] == "move":
|
||
shape, old_offset, new_offset = action[1], action[2], action[3]
|
||
shape.offset = list(old_offset)
|
||
redo_stack.append(("move", shape, new_offset, old_offset))
|
||
elif event.key == pygame.K_y:
|
||
if redo_stack:
|
||
action = redo_stack.pop()
|
||
if action[0] == "add":
|
||
shape = action[1]
|
||
shapes.append(shape)
|
||
undo_stack.append(("add", shape))
|
||
elif action[0] == "move":
|
||
shape, old_offset, new_offset = action[1], action[2], action[3]
|
||
shape.offset = list(new_offset)
|
||
undo_stack.append(("move", shape, old_offset, new_offset))
|
||
elif mode == MODE_SIMULATE:
|
||
if event.type == pygame.MOUSEBUTTONDOWN:
|
||
pos = pygame.mouse.get_pos()
|
||
if edit_btn.is_clicked(pos):
|
||
mode = MODE_EDIT
|
||
for shape in shapes:
|
||
shape.velocity = [0.0, 0.0]
|
||
shape.angular_velocity = 0.0
|
||
if event.type == pygame.KEYDOWN:
|
||
if event.key == pygame.K_ESCAPE:
|
||
running = False
|
||
if mode == MODE_EDIT and dragging_shape:
|
||
mpos = pygame.mouse.get_pos()
|
||
dragging_shape.offset[0] = mpos[0]-drag_offset[0]
|
||
dragging_shape.offset[1] = mpos[1]-drag_offset[1]
|
||
if mode == MODE_SIMULATE:
|
||
for shape in shapes:
|
||
shape.update(dt)
|
||
shape.colliding_boxes = set()
|
||
collision_checks = 0
|
||
impulse_resolutions_count = 0
|
||
for i in range(len(shapes)):
|
||
for j in range(i+1, len(shapes)):
|
||
shapeA = shapes[i]
|
||
shapeB = shapes[j]
|
||
polyA = shapeA.get_absolute_polygon()
|
||
polyB = shapeB.get_absolute_polygon()
|
||
colliding, normal, penetration = sat_collision_polygon(polyA, polyB)
|
||
if colliding:
|
||
resolve_collision_realistic(shapeA, shapeB, normal, penetration)
|
||
screen.fill((30,30,30))
|
||
new_shape_btn.draw(screen)
|
||
play_btn.draw(screen)
|
||
undo_btn.draw(screen)
|
||
redo_btn.draw(screen)
|
||
edit_btn.draw(screen)
|
||
if drawing_new_shape:
|
||
if len(current_drawing_points) > 1:
|
||
pygame.draw.lines(screen, (255,255,255), False, current_drawing_points, 2)
|
||
for p in current_drawing_points:
|
||
pygame.draw.circle(screen, (255,0,0), p, 4)
|
||
for shape in shapes:
|
||
shape.draw(screen)
|
||
if mode == MODE_SIMULATE:
|
||
sim_text = font.render("Simulation Mode - Click Edit to return", True, (255,255,255))
|
||
screen.blit(sim_text, (10,50))
|
||
else:
|
||
edit_text = font.render("Edit Mode - Draw/Drag shapes. Enter to finish shape.", True, (255,255,255))
|
||
screen.blit(edit_text, (10,50))
|
||
if debug_mode:
|
||
debug_lines = []
|
||
debug_lines.append(f"Mode: {mode}")
|
||
debug_lines.append(f"Shapes: {len(shapes)}")
|
||
total_boxes = sum(len(s.get_absolute_collision_polys()) for s in shapes)
|
||
debug_lines.append(f"Oriented Collision Boxes: {total_boxes}")
|
||
debug_lines.append(f"SAT Axis Tests: {collision_checks}")
|
||
debug_lines.append(f"Impulse Resolutions: {impulse_resolutions_count}")
|
||
debug_lines.append(f"FPS: {int(clock.get_fps())}")
|
||
for i, shape in enumerate(shapes):
|
||
debug_lines.append(f"Shape {i}: angle={math.degrees(shape.angle):.1f}°, ang_vel={shape.angular_velocity:.2f}")
|
||
for idx, line in enumerate(debug_lines):
|
||
txt = font.render(line, True, (255,255,0))
|
||
screen.blit(txt, (10, 90+idx*18))
|
||
pygame.display.flip()
|
||
pygame.quit()
|
||
sys.exit()
|