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@bendtherules
Created May 10, 2013 11:07
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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
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()
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()
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