import pygame, sys def bouncing_rect(): global x_speed, y_speed, other_speed moving_rect.x += x_speed moving_rect.y += y_speed if moving_rect.right >= screen_width or moving_rect.left <= 0: x_speed *= -1 if moving_rect.bottom >= screen_height or moving_rect.top <= 0: y_speed *= -1 other_rect.y += other_speed if other_rect.top <= 0 or other_rect.bottom >= screen_height: other_speed *= -1 collision_tolerance = 10 if moving_rect.colliderect(other_rect): if abs(other_rect.top - moving_rect.bottom) < collision_tolerance and y_speed > 0: y_speed *= -1 if abs(other_rect.bottom - moving_rect.top) < collision_tolerance and y_speed < 0: y_speed *= -1 if abs(other_rect.right - moving_rect.left) < collision_tolerance and x_speed < 0: x_speed *= -1 if abs(other_rect.left - moving_rect.right) < collision_tolerance and x_speed > 0: x_speed *= -1 pygame.draw.rect(screen, (96, 35, 153), moving_rect) pygame.draw.rect(screen, (69, 210, 56), other_rect) pygame.init() clock = pygame.time.Clock() screen_width, screen_height = 800, 800 screen = pygame.display.set_mode((screen_width, screen_height)) moving_rect = pygame.Rect(350, 350, 100, 100) x_speed, y_speed = 5,4 other_rect = pygame.Rect(300, 600, 200, 100) other_speed = 2 while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((30, 30 ,30)) bouncing_rect() pygame.display.flip() clock.tick(60)