import pygame WHITE = (255, 255, 255) BLACK = (0, 0, 0) RED = (255, 0, 0) ORANGE = (255, 153, 0) BLUE = (0, 0, 255) # ------------------------------ heroSprite = pygame.Surface((100, 70)) pygame.draw.rect(heroSprite, RED, (0, 0, 100, 60)) pygame.draw.circle(heroSprite, WHITE, (15, 60), 10) pygame.draw.circle(heroSprite, WHITE, (85, 60), 10) # set_colorkey(<COLOR>) configure <COLOR> to be transparent heroSprite.set_colorkey(BLACK) # This loads an image as a surface. It takes name of the image file someLoadedImage = pygame.image.load("ball.png") someLoadedImage = pygame.transform.scale(someLoadedImage, (20, 20)) someLoadedImage.set_colorkey(WHITE) # <<ADVANCED>> This can some how make screen.blit(someLoadedImage, (x, y)) much faster # ============ because it convert someLoadedImage into a format based on the current resolution someLoadedImage = someLoadedImage.convert() # ------------------------------ ballSpriteOrange = pygame.Surface((20,20)) pygame.draw.circle(ballSpriteOrange, ORANGE, (10, 10), 10) ballSpriteOrange.set_colorkey(BLACK) # ------------------------------ ballSpriteBLUE = pygame.Surface((20,20)) pygame.draw.circle(ballSpriteBLUE, BLUE, (10, 10), 10) ballSpriteBLUE.set_colorkey(BLACK) # a simple animation of only three frame animation = [someLoadedImage, ballSpriteBLUE, ballSpriteOrange]