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import sys,pygame,math;
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#from class_ball import ball
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pygame.init()
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clock = pygame.time.Clock()
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size=width,height=640,480
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#x=320
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#y=240
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#speed=3
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#dir=None
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black=0,0,0
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class_list=[]
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screen=pygame.display.set_mode(size)
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#ball=pygame.image.load("gun.png")
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#ballrect=ball.get_rect()
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#mouse_down=False
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#print pygame
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##class ball(object):
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## global mouse_down
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## def __init__(self,x=320,y=240,speed=3):
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## self.x=x
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## self.y=y
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## self.speed=speed
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## self.dir=None
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## self.ball=pygame.image.load("gun.png")
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## self.ballrect=self.ball.get_rect()
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## #global mouse_down
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## #mouse_down=False;
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## if not mouse_down:
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## print 5
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##
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## def mouse_handler(self):
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## global mouse_down
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## if pygame.event.get(pygame.MOUSEBUTTONDOWN) or mouse_down == True:
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## self.x=self.mouse_x
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## self.y=self.mouse_y
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## mouse_down=True
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## print 6
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##
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## if pygame.event.get(pygame.MOUSEBUTTONUP):
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## mouse_down=False
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##
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## def step(self):
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## self.mouse_x,self.mouse_y=pygame.mouse.get_pos()
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## self.diff_x=self.mouse_x-self.x
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## self.diff_y=self.mouse_y-self.y
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## self.diff_rad=math.atan2(self.diff_y,self.diff_x)
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## self.x+=self.speed*math.cos(self.diff_rad)
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## self.y+=self.speed*math.sin(self.diff_rad)
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## self.ballrect.center=(self.x,self.y)
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##
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## def draw(self):
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## screen.blit(self.ball, self.ballrect)
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##
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##
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## def update(self):
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## self.step()
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## self.mouse_handler()
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## self.draw()
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ball_1=ball(class_lst=class_list)
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while 1:
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screen.fill(black)
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## if event.type == pygame.MOUSEBUTTONDOWN or mouse_down == True:
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## x=mouse_x
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## y=mouse_y
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## mouse_down=True
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##
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## if event.type == pygame.MOUSEBUTTONUP:
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## mouse_down=False
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##
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## mouse_x,mouse_y=pygame.mouse.get_pos()
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## diff_x=mouse_x-x
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## diff_y=mouse_y-y
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## diff_rad=math.atan2(diff_y,diff_x)
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## x+=speed*math.cos(diff_rad)
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## y+=speed*math.sin(diff_rad)
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##
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## ballrect.center=(x,y)
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## if ballrect.left < 0 or ballrect.right > width:
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## speed[0] = -speed[0]
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## if ballrect.top < 0 or ballrect.bottom > height:
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## speed[1] = -speed[1]
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## screen.blit(ball, ballrect)
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ball_1.update()
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clock.tick(120)
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for event in pygame.event.get():
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if event.type == pygame.QUIT: sys.exit()
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pygame.display.flip()
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