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PYGAME modify the sample code below so that an image sits in the center of the screen and rotates at a rate of 1 rotation

PYGAME modify the sample code below so that an image sits in the center of the screen and rotates at a rate of 1 rotation every 2 seconds (using: pygame.transform.rotate()) """Some simple skeleton code for a pygame game/animation This skeleton sets up a basic 800x600 window, an event loop, and a redraw timer to redraw at 30 frames per second. """ import math import sys import pygame class MyGame(object): def __init__(self): """Initialize a new game""" pygame.mixer.init() pygame.mixer.pre_init(44100, -16, 2, 2048) pygame.init() # set up a 640 x 480 window self.width = 800 self.height = 600 self.screen = pygame.display.set_mode((self.width, self.height)) # Setup any internal variables and load any resources self.bg_color = 0, 0, 0 self.frame_num = 0 # Setup a timer to refresh the display FPS times per second self.FPS = 30 self.REFRESH = pygame.USEREVENT+1 pygame.time.set_timer(self.REFRESH, 1000//self.FPS) def run(self): """Loop forever processing events""" running = True while running: event = pygame.event.wait() # player is asking to quit if event.type == pygame.QUIT: running = False # time to draw a new frame elif event.type == self.REFRESH: self.update() self.draw() else: pass # an event type we don't handle def update(self): """Update game objects""" self.frame_num += 1 def draw(self): """Draw the next frame""" # everything we draw now is to a buffer that is not displayed self.screen.fill(self.bg_color) # flip buffers so that everything we have drawn gets displayed pygame.display.flip() game = MyGame() game.run() print("Quitting game after {} frames".format(game.frame_num)) pygame.quit() sys.exit()

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