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boundary_bounce.py
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boundary_bounce.py
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import pygame,random,math
background_colour = (0,255,0 )
(width, height) = (400, 400)
class Particle():
def __init__(self, x_y, size):
(x, y) = x_y
self.x = x
self.y = y
self.size = size
self.colour = (0, 0, 255)
self.thickness = 1
self.speed = 0
self.angle = 0
def display(self):
pygame.draw.circle(screen, self.colour, (int(self.x), int(self.y)), self.size, self.thickness)
def move(self):
self.x += math.sin(self.angle) * self.speed
self.y -= math.cos(self.angle) * self.speed
def bounce(self):
if self.x > width - self.size:
self.x = 2*(width - self.size) - self.x
self.angle = - self.angle
elif self.x < self.size:
self.x = 2*self.size - self.x
self.angle = - self.angle
if self.y > height - self.size:
self.y = 2*(height - self.size) - self.y
self.angle = math.pi - self.angle
elif self.y < self.size:
self.y = 2*self.size - self.y
self.angle = math.pi - self.angle
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption('boundary')
number_of_particles = 10
my_particles = []
for n in range(number_of_particles):
size = random.randint(10, 20)
x = random.randint(size, width-size)
y = random.randint(size, height-size)
particle = Particle((x, y), size)
particle.speed = random.random()
particle.angle = random.uniform(0, math.pi*2)
my_particles.append(particle)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
screen.fill(background_colour)
for particle in my_particles:
particle.move()
particle.bounce()
particle.display()
pygame.display.flip()