import pygame, sys, random

color = (255,255,255)

def bouncing_rect():
    global x_speed, y_speed, color



    move_rect.x += x_speed
    move_rect.y += y_speed

    #Collisions
    if move_rect.right >= screen_w or move_rect.left <= 0:
        x_speed *= -1
        color1 = random.randint(1,255)
        color2 = random.randint(1,255)
        color3 = random.randint(1,255)
        color = (color1,color2,color3)
        pygame.display.flip()
        print(color)
        
    if move_rect.bottom >= screen_h or move_rect.top <= 0:
        y_speed *= -1
        color1 = random.randint(1,255)
        color2 = random.randint(1,255)
        color3 = random.randint(1,255)
        color = (color1,color2,color3)
        pygame.display.flip()
        print(color)

    pygame.draw.rect(screen, (color), move_rect)


pygame.init()

clock = pygame.time.Clock()
screen_w, screen_h = 1920, 1080
screen = pygame.display.set_mode((screen_w, screen_h))

move_rect = pygame.Rect(350,350,300,160)
x_speed, y_speed = 14,10


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

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                print("key_board input -> Exit")                
                pygame.quit()
                sys.exit()
    
    screen.fill((30,30,30))
    bouncing_rect()
    pygame.display.flip()
    clock.tick(60)