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