""" wallSlide.py slide on encountering a screen boundary. stop at first corner. """ import pygame pygame.init() class Ball(pygame.sprite.Sprite): def __init__(self, screen, background): pygame.sprite.Sprite.__init__(self) self.screen = screen self.background = background self.image = pygame.Surface((30, 30)) self.image.fill((255, 255, 255)) pygame.draw.circle(self.image, (0, 0, 255), (15, 15), 15) self.rect = self.image.get_rect() self.rect.center = (320, 240) self.dx = 5 self.dy = 5 def update(self): oldCenter = self.rect.center self.rect.centerx += self.dx self.rect.centery += self.dy pygame.draw.line(self.background, (0, 0, 0), oldCenter, self.rect.center) self.checkBounds() def checkBounds(self): """ begin slide on encountering any screen boundary """ if self.rect.right >= self.screen.get_width(): self.dx = 0 if self.rect.left <= 0: self.dx = 0 if self.rect.bottom >= self.screen.get_height(): self.dy = 0 if self.rect.top <= 0: self.dy = 0 def main(): screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Boundary-checking: slide") background = pygame.Surface(screen.get_size()) background.fill((255, 255, 255)) screen.blit(background, (0, 0)) ball = Ball(screen, background) allSprites = pygame.sprite.Group(ball) clock = pygame.time.Clock() keepGoing = True while keepGoing: clock.tick(30) for event in pygame.event.get(): if event.type == pygame.QUIT: keepGoing = False allSprites.clear(screen, background) allSprites.update() allSprites.draw(screen) pygame.display.flip() if __name__ == "__main__": main()