So I'm not sure if I'm doing it right but I want to rotate a circular image around its center...this is my attempt so far. When I try to run this it just opens a black pygame screen that closes off immediately and doesn't tell me what the problem is
from __future__ import division
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))
        # load image
        self.img = pygame.image.load("basketball.png")
        # use a white background
        self.bg_color = 255, 255, 255
        # 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
    def rot_center(image, rect, angle):
        # Rotate function
        rot_image = pygame.transform.rotate(image, angle)
        rot_rect = rot_image.get_rect(center=rect.center)
        return rot_image, rot_rect
        rect = self.img.get_rect()
        self.img2 = rot_center(self.img, rect, 90)
        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.draw()
            else:
                pass # an event type we don't handle            
    def draw(self):
        # Update the display
        # everything we draw now is to a buffer that is not displayed
        self.screen.fill(self.bg_color)
        rect = self.img.get_rect()
        rect = rect.move(self.width//2-rect.width//2, self.height//2-rect.height//2)
        self.screen.blit(self.img2)
        # flip buffers so that everything we have drawn gets displayed
        pygame.display.flip()
MyGame().run()
pygame.quit()
sys.exit()