import pygame,sys pygame.init() screen = pygame.display.set_mode([640,480]) background = pygame.Surface(screen.get_size()) background.fill([255,255,255]) clock = pygame.time.Clock() delay = 100 interval = 50 pygame.key.set_repeat(delay,interval) class Ball(pygame.sprite.Sprite): def __init__(self,image_file,speed,location): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(image_file) self.rect = self.image.get_rect() self.rect.left,self.rect.top = location self.speed = speed def move(self): if self.rect.left <= screen.get_rect().left or self.rect.right >= screen.get_rect().right: self.speed[0] = - self.speed[0] newpos = self.rect.move(self.speed) self.rect = newpos myball = Ball("./bg_img/no.png",[10,0],[20,20]) held_town = False while 1: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: myball.rect.top = myball.rect.top - 10 elif event.key == pygame.K_DOWN: myball.rect.top = myball.rect.top + 10 elif event.type == pygame.MOUSEBUTTONDOWN: held_town = True elif event.type == pygame.MOUSEBUTTONUP: held_town = False elif event.type == pygame.MOUSEMOTION: if held_town: myball.rect.center = event.pos clock.tick(10) screen.blit(background,[0,0]) myball.move() screen.blit(myball.image,myball.rect) pygame.display.flip()