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() class Ball(pygame.sprite.Sprite): def __init__(self, image_file, speed, location): pygame.sprite.Sprite.__init__(self) #call Sprite initializer 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 my_ball = Ball('beach_ball.png', [10,0], [20, 20]) screen.blit(my_ball.image, my_ball.rect) delay = 100 interval = 50 pygame.key.set_repeat(delay, interval) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: my_ball.rect.top = my_ball.rect.top - 10 elif event.key == pygame.K_DOWN: my_ball.rect.top = my_ball.rect.top + 10 clock.tick(30) screen.blit(background, (0, 0)) my_ball.move() screen.blit(my_ball.image, my_ball.rect)