text: x = 8
  y = 30
  import os
  os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" %(x,y)
  import pygame
  pygame.init()
  from pygame.locals import *
  import math
  import pdb
  import car
  #import movie
  #screen_size = (1200,900)
  screen_size = (1024,768)
  screen = pygame.display.set_mode(screen_size)
  MAX_LAPS = 10
  car.MAX_LAPS = MAX_LAPS
  screen.fill((0,192,0))
  clock = pygame.time.Clock()
  running = True
  red = car.Sprite()
  red.Load('red',360)
  car.xs = screen_size[0]/2;
  car.ys = screen_size[1]/2;
  track = pygame.image.load('track.png')
  visible_track = pygame.image.load('track_textured.png')
  trap = pygame.Rect(844,1324,140,200)
  trk = track.get_at((0,0))
  #track.set_colorkey(trk)
  inbox = trap.collidepoint(red.xc,red.yc)
  lap = 0
  #pdb.set_trace()
  frames = 0
  while running:
      clock.tick(24)
      frames = frames + 1
      car.frames = frames
      screen.fill((0,192,0))
      red.Update()
      if trap.collidepoint(red.xc,red.yc) == 0:
          if inbox == 1 :
              red.lap += 1
              inbox = 0
      else :
          inbox = 1
      screen.blit(visible_track,(car.xs-red.xc,car.ys-red.yc))
      red.Draw(car.xs,car.ys,screen)
   #   movie.make_movie(screen,frames)
      pygame.display.flip()
      onboard = True
      if red.xc >= track.get_width():
          onboard = False
      if red.xc < 0:
          onboard = False
      if red.yc >= track.get_height():
          onboard = False
      if red.yc < 0:
          onboard = False
      if onboard :
          clr = track.get_at((red.xc,red.yc))
      else :
          clr = trk
  #    pdb.set_trace()
      red.wobble = 0
      if red.lap > MAX_LAPS :
          print 'Total Time = ',frames/24
          
          for i in range(300):
              clock.tick(24)
          exit()
      if clr == trk :
  #        print 'Off track'
          red.wobble = 10
  #        pdb.set_trace()
          if red.gear > 1:
              red.gear = 1
              red.speed = 1
      key = pygame.key.get_pressed()
      if red.gear > 0:
          if key[K_d] :
              red.view = (red.view+2)%360
          elif key[K_a]:
              red.view = (red.view+358)%360
      for event in pygame.event.get():
          if event.type == pygame.QUIT:
              running = False
          elif event.type == KEYDOWN:
              if event.key == K_ESCAPE:
                  running = False;
              elif event.key == K_UP:
                  red.gear = red.gear + 1
                  if red.gear<4 :
                      red.Shift_Up()
                  if red.gear>4 :
                      red.gear = 4
              elif event.key == K_DOWN:
                  red.gear = red.gear - 1
                  if red.gear < 0:
                      red.gear = 0
  #            elif event.key == K_RIGHT:
  #                red.view = (red.view + 2)%360
  #            elif event.key == K_LEFT:
  #                red.view = (red.view + 358)%360
  
  