import pygame

import pygame from pygame. locals import *

resolution = (400,300)

white = (255,255,255) black = (0,0,0) red = (255,0,0)

screen = pygame. display. set_mode(resolution)

while True:

screen. fill(white)

while True: . . . pygame. display. flip()

while True: . . . for event in pygame. event. get(): if event. type == QUIT: pygame. quit()

import pygame from pygame. locals import * resolution = (400,300) white = (255,255,255) black = (0,0,0) red = (255,0,0) screen = pygame. display. set_mode(resolution) while True: screen. fill(white) pygame. display. flip() for event in pygame. event. get(): if event. type == QUIT: pygame. quit()

class Ball: def init(self, xPos = resolution[0] / 2, yPos = resolution[1] / 2, xVel = 1, yVel = 1, rad = 15): self. x = xPos self. y = yPos self. dx = xVel self. dy = yVel self. radius = rad self. type = “ball”

 def draw(self, surface):         pygame.

draw. circle(surface, black, (self. x, self. y), self. radius)

ball = Ball() while True: . . . ball. draw(screen)

class Ball: . . . def update(self): self. x += self. dx self. y += self. dy

clock = pygame. time. Clock() while True: . . . clock. tick(60)

class Ball: . . . def update(self): . . . if (self. x <= 0 or self. x >= resolution[0]): self. dx *= -1 if (self. y <= 0 or self. y >= resolution[1]): self. dy *= -1

import pygame from pygame. locals import * resolution = (400,300) white = (255,255,255) black = (0,0,0) red = (255,0,0) screen = pygame. display. set_mode(resolution) class Ball: def init(self, xPos = resolution[0] / 2, yPos = resolution[1] / 2, xVel = 1, yVel = 1, rad = 15): self. x = xPos self. y = yPos self. dx = xVel self. dy = yVel self. radius = rad self. type = “ball” def draw(self, surface): pygame. draw. circle(surface, black, (self. x, self. y), self. radius) def update(self): self. x += self. dx self. y += self. dy if (self. x <= 0 or self. x >= resolution[0]): self. dx *= -1 if (self. y <= 0 or self. y >= resolution[1]): self. dy *= -1 ball = Ball() clock = pygame. time. Clock() while True: screen. fill(white) ball. draw(screen) ball. update() pygame. display. flip() clock. tick(60) for event in pygame. event. get(): if event. type == QUIT: pygame. quit()

class game():

class game(): def init(self): pygame. init() self. screen = pygame. display. set_mode(resolution) self. clock = pygame. time. Clock()

class game(): . . . def handleEvents(self): for event in pygame. event. get(): if event. type == QUIT: pygame. quit()

class game(): . . . def run(self): while True: self. handleEvents() self. screen. fill(white) self. clock. tick(60) pygame. display. flip()

class game(): def init(self): . . . self. gameObjects = [] self. gameObjects. append(Ball()) self. gameObjects. append(Ball(100)) . . . def run(self): while True: self. handleEvents() for gameObj in self. gameObjects: gameObj. update() self. screen. fill(white) for gameObj in self. gameObjects: gameObj. draw(self. screen) self. clock. tick(60) pygame. display. flip()

import pygame from pygame. locals import * resolution = (400,300) white = (255,255,255) black = (0,0,0) red = (255,0,0) screen = pygame. display. set_mode(resolution) class Ball: def init(self, xPos = resolution[0] / 2, yPos = resolution[1] / 2, xVel = 1, yVel = 1, rad = 15): self. x = xPos self. y = yPos self. dx = xVel self. dy = yVel self. radius = rad self. type = “ball” def draw(self, surface): pygame. draw. circle(surface, black, (self. x, self. y), self. radius) def update(self): self. x += self. dx self. y += self. dy if (self. x <= 0 or self. x >= resolution[0]): self. dx *= -1 if (self. y <= 0 or self. y >= resolution[1]): self. dy *= -1 class game(): def init(self): pygame. init() self. screen = pygame. display. set_mode(resolution) self. clock = pygame. time. Clock() self. gameObjects = [] self. gameObjects. append(Ball()) self. gameObjects. append(Ball(100)) def handleEvents(self): for event in pygame. event. get(): if event. type == QUIT: pygame. quit() def run(self): while True: self. handleEvents() for gameObj in self. gameObjects: gameObj. update() self. screen. fill(white) for gameObj in self. gameObjects: gameObj. draw(self. screen) self. clock. tick(60) pygame. display. flip() game(). run()

class Player: def init(self, rad = 20): self. x = 0 self. y = 0 self. radius = rad

class Player: . . . def draw(self, surface): pygame. draw. circle(surface, red, (self. x, self. y), self. radius)

class Player: . . . def update(self): cord = pygame. mouse. get_pos() self. x = cord[0] self. y = cord[1]

class game(): def init(self): . . . self. gameObjects. append(Player())

import pygame from pygame. locals import * resolution = (400,300) white = (255,255,255) black = (0,0,0) red = (255,0,0) screen = pygame. display. set_mode(resolution) class Ball: def init(self, xPos = resolution[0] / 2, yPos = resolution[1] / 2, xVel = 1, yVel = 1, rad = 15): self. x = xPos self. y = yPos self. dx = xVel self. dy = yVel self. radius = rad self. type = “ball” def draw(self, surface): pygame. draw. circle(surface, black, (self. x, self. y), self. radius) def update(self): self. x += self. dx self. y += self. dy if (self. x <= 0 or self. x >= resolution[0]): self. dx *= -1 if (self. y <= 0 or self. y >= resolution[1]): self. dy *= -1 class Player: def init(self, rad = 20): self. x = 0 self. y = 0 self. radius = rad self. type = “player” def draw(self, surface): pygame. draw. circle(surface, red, (self. x, self. y), self. radius) def update(self): cord = pygame. mouse. get_pos() self. x = cord[0] self. y = cord[1] class game(): def init(self): pygame. init() self. screen = pygame. display. set_mode(resolution) self. clock = pygame. time. Clock() self. gameObjects = [] self. gameObjects. append(Player()) self. gameObjects. append(Ball()) self. gameObjects. append(Ball(100)) def handleEvents(self): for event in pygame. event. get(): if event. type == QUIT: pygame. quit() def run(self): while True: self. handleEvents() for gameObj in self. gameObjects: gameObj. update() self. screen. fill(white) for gameObj in self. gameObjects: gameObj. draw(self. screen) self. clock. tick(60) pygame. display. flip() game(). run()

class Ball: . . . def update(self, gameObjects): . . . class Player: . . . def update(self, gameObjects):

class Player: . . . def update(self, gameObjects): . . . for gameObj in gameObjects: if gameObj. type == “ball”: if (gameObj. x - self. x)**2 + (gameObj. y - self. y)**2 <= (gameObj. radius + self. radius)**2:

if (gameObj. x - self. x)**2 + (gameObj. y - self. y)**2 <= (gameObj. radius + self. radius)**2: pygame. quit()

import pygame from pygame. locals import * resolution = (400, 300) white = (255,255,255) black = (0,0,0) red = (255,0,0) screen = pygame. display. set_mode(resolution) class Ball: def init(self, xPos = resolution[0] / 2, yPos = resolution[1] / 2, xVel = 1, yVel = 1, rad = 15): self. x = xPos self. y = yPos self. dx = xVel self. dy = yVel self. radius = rad self. type = “ball” def draw(self, surface): pygame. draw. circle(surface, black, (self. x, self. y), self. radius) def update(self, gameObjects): self. x += self. dx self. y += self. dy if (self. x <= 0 or self. x >= resolution[0]): self. dx *= -1 if (self. y <= 0 or self. y >= resolution[1]): self. dy *= -1 class Player: def init(self, rad = 20): self. x = 0 self. y = 0 self. radius = rad self. type = “player” def draw(self, surface): pygame. draw. circle(surface, red, (self. x, self. y), self. radius) def update(self, gameObjects): cord = pygame. mouse. get_pos() self. x = cord[0] self. y = cord[1] for gameObj in gameObjects: if gameObj. type == “ball”: if (gameObj. x - self. x)**2 + (gameObj. y - self. y)**2 <= (gameObj. radius + self. radius)**2: pygame. quit() class game(): def init(self): pygame. init() self. screen = pygame. display. set_mode(resolution) self. clock = pygame. time. Clock() self. gameObjects = [] self. gameObjects. append(Player()) self. gameObjects. append(Ball()) self. gameObjects. append(Ball(100)) def handleEvents(self): for event in pygame. event. get(): if event. type == QUIT: pygame. quit() def run(self): while True: self. handleEvents() for gameObj in self. gameObjects: gameObj. update(self. gameObjects) self. screen. fill(white) for gameObj in self. gameObjects: gameObj. draw(self. screen) self. clock. tick(60) pygame. display. flip() game(). run()

class GameController: def init(self, interval = 5): self. inter = interval self. next = pygame. time. get_ticks() + (2 * 1000) self. type = “game controller”

class GameController: . . . def update(self, gameObjects): if self. next < pygame. time. get_ticks(): self. next = pygame. time. get_ticks() + (self. inter * 1000) gameObjects. append(Ball())

class GameController: . . . def update(self, gameObjects): if self. next < pygame. time. get_ticks(): self. next = pygame. time. get_ticks() + (self. inter * 1000) gameObjects. append(Ball(xVel=random()*2, yVel=random()*2))

class Ball: . . . def draw(self, surface): pygame. draw. circle(surface, black, (int(self. x), int(self. y)), self. radius)

class GameController: . . . def draw(self, screen): pass

class game(): def init(self): . . . self. gameObjects = [] self. gameObjects. append(GameController()) self. gameObjects. append(Player())

import pygame from random import random from pygame. locals import * resolution = (400,300) white = (255,255,255) black = (0,0,0) red = (255,0,0) screen = pygame. display. set_mode(resolution) class Ball: def init(self, xPos = resolution[0] / 2, yPos = resolution[1] / 2, xVel = 1, yVel = 1, rad = 15): self. x = xPos self. y = yPos self. dx = xVel self. dy = yVel self. radius = rad self. type = “ball” def draw(self, surface): pygame. draw. circle(surface, black, (int(self. x), int(self. y)), self. radius) def update(self, gameObjects): self. x += self. dx self. y += self. dy if (self. x <= 0 or self. x >= resolution[0]): self. dx *= -1 if (self. y <= 0 or self. y >= resolution[1]): self. dy *= -1 class Player: def init(self, rad = 20): self. x = 0 self. y = 0 self. radius = rad self. type = “player” def draw(self, surface): pygame. draw. circle(surface, red, (self. x, self. y), self. radius) def update(self, gameObjects): cord = pygame. mouse. get_pos() self. x = cord[0] self. y = cord[1] for gameObj in gameObjects: if gameObj. type == “ball”: if (gameObj. x - self. x)**2 + (gameObj. y - self. y)**2 <= (gameObj. radius + self. radius)**2: pygame. quit() class GameController: def init(self, interval = 5): self. inter = interval self. next = pygame. time. get_ticks() + (2 * 1000) self. type = “game controller” def update(self, gameObjects): if self. next < pygame. time. get_ticks(): self. next = pygame. time. get_ticks() + (self. inter * 1000) gameObjects. append(Ball(xVel=random()*2, yVel=random()*2)) def draw(self, screen): pass class game(): def init(self): pygame. init() self. screen = pygame. display. set_mode(resolution) self. clock = pygame. time. Clock() self. gameObjects = [] self. gameObjects. append(GameController()) self. gameObjects. append(Player()) def handleEvents(self): for event in pygame. event. get(): if event. type == QUIT: pygame. quit() def run(self): while True: self. handleEvents() for gameObj in self. gameObjects: gameObj. update(self. gameObjects) self. screen. fill(white) for gameObj in self. gameObjects: gameObj. draw(self. screen) self. clock. tick(60) pygame. display. flip() game(). run()

class GameController: def init(self, interval = 5): . . . self. score = 0 self. scoreText = pygame. font. Font(None, 12) def update(self, gameObjects): . . . self. score += 1 def draw(self, screen): screen. blit(self. scoreText. render(str(self. score), True, black), (5,5))

class Player: def init(self, rad = 20): . . . self. gameOver = False def update(self, gameObjects): . . . for gameObj in gameObjects: if gameObj. type == “ball”: if (gameObj. x - self. x)**2 + (gameObj. y - self. y)**2 <= (gameObj. radius + self. radius)**2: self. gameOver = True class game(): def init(self): . . . self. gameOver = False def run(self): while True: self. handleEvents() if not self. gameOver: for gameObj in self. gameObjects: gameObj. update(self. gameObjects) if gameObj. type == “player”: self. gameOver = gameObj. gameOver

import pygame from random import random from pygame. locals import * resolution = (400,300) white = (255,255,255) black = (0,0,0) red = (255,0,0) screen = pygame. display. set_mode(resolution) class Ball: def init(self, xPos = resolution[0] / 2, yPos = resolution[1] / 2, xVel = 1, yVel = 1, rad = 15): self. x = xPos self. y = yPos self. dx = xVel self. dy = yVel self. radius = rad self. type = “ball” def draw(self, surface): pygame. draw. circle(surface, black, (int(self. x), int(self. y)), self. radius) def update(self, gameObjects): self. x += self. dx self. y += self. dy if (self. x <= 0 or self. x >= resolution[0]): self. dx *= -1 if (self. y <= 0 or self. y >= resolution[1]): self. dy *= -1 class Player: def init(self, rad = 20): self. x = 0 self. y = 0 self. radius = rad self. type = “player” self. gameOver = False def draw(self, surface): pygame. draw. circle(surface, red, (self. x, self. y), self. radius) def update(self, gameObjects): cord = pygame. mouse. get_pos() self. x = cord[0] self. y = cord[1] for gameObj in gameObjects: if gameObj. type == “ball”: if (gameObj. x - self. x)**2 + (gameObj. y - self. y)**2 <= (gameObj. radius + self. radius)**2: self. gameOver = True class GameController: def init(self, interval = 5): self. inter = interval self. next = pygame. time. get_ticks() + (2 * 1000) self. type = “game controller” self. score = 0 self. scoreText = pygame. font. Font(None, 12) def update(self, gameObjects): if self. next < pygame. time. get_ticks(): self. next = pygame. time. get_ticks() + (self. inter * 1000) gameObjects. append(Ball(xVel=random()*2, yVel=random()*2)) self. score += 1 def draw(self, screen): screen. blit(self. scoreText. render(str(self. score), True, black), (5,5)) class game(): def init(self): pygame. init() self. screen = pygame. display. set_mode(resolution) self. clock = pygame. time. Clock() self. gameObjects = [] self. gameObjects. append(GameController()) self. gameObjects. append(Player()) self. gameOver = False def handleEvents(self): for event in pygame. event. get(): if event. type == QUIT: pygame. quit() def run(self): while True: self. handleEvents() if not self. gameOver: for gameObj in self. gameObjects: gameObj. update(self. gameObjects) if gameObj. type == “player”: self. gameOver = gameObj. gameOver self. screen. fill(white) for gameObj in self. gameObjects: gameObj. draw(self. screen) self. clock. tick(60) pygame. display. flip() game(). run()