import sys, pygame pygame.init() size = width, height = 800, 600 speed = [2, 2] black = 0, 0, 0 screen = pygame.display.set_mode(size) ball = pygame.image.load("ball.bmp") ballrect = ball.get_rect() upKeyHeld = False rightKeyHeld = False downKeyHeld = False leftKeyHeld = False clock = pygame.time.Clock() clockFont = pygame.font.Font(None, 24) while 1: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: leftKeyHeld = True speed[0] = speed[0] + 1 if event.key == pygame.K_RIGHT: rightKeyHeld = True speed[0] = speed[0] - 1 if event.key == pygame.K_UP: upKeyHeld = True speed[1] = speed[1] - 1 if event.key == pygame.K_DOWN: downKeyHeld = True speed[1] = speed[1] + 1 if event.key == pygame.K_RETURN: upKeyHeld = False rightKeyHeld = False downKeyHeld = False leftKeyHeld = False speed = [0, 0] if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: leftKeyHeld = False if event.key == pygame.K_RIGHT: rightKeyHeld = False if event.key == pygame.K_UP: upKeyHeld = False if event.key == pygame.K_DOWN: downKeyHeld = False timeSinceLast = clock.get_time() / 10.0 if upKeyHeld == True: speed[1] -= timeSinceLast if downKeyHeld == True: speed[1] += timeSinceLast if rightKeyHeld == True: speed[0] += timeSinceLast if leftKeyHeld == True: speed[0] -= timeSinceLast ballrect = ballrect.move(speed) if ballrect.left < 0 or ballrect.right > width: speed[0] = -speed[0] if ballrect.top < 0 or ballrect.bottom > height: speed[1] = -speed[1] fpsInfo = clockFont.render(str(clock.get_fps()), True, (255, 255, 255)) screen.fill(black) screen.blit(ball, ballrect) screen.blit(fpsInfo, (5, 5)) pygame.display.flip() clock.tick(150)