old_contents: from basesprite import BaseSprite
  from OpenGL.GL import *
  from OpenGL.GLU import *
  import math
  
  class Ball(BaseSprite):
  
      def __init__(self, start_pos, size):
          BaseSprite.__init__(self, start_pos, (size, size))
          self.angle = math.radians(45)
          self.speed = 0.5
  
      def update(self):
  
          if self.pos[0] > 800:
              self.angle = - self.angle
  
          elif self.pos[0] < 0:
              self.angle = - self.angle
  
          if self.pos[1] > 600:
              self.angle = math.pi - self.angle
  
          elif self.pos[1] < 0:
              self.angle = math.pi - self.angle
  
          delta_y = self.speed * math.cos(self.angle)
          delta_x = self.speed * math.sin(self.angle)
          self.set_position(self.pos[0] + delta_x, self.pos[1] - delta_y)
  
      def render(self):
          glBegin(GL_QUADS)
          glColor3ub(155, 0, 0);
          glVertex2f(self.pos[0], self.pos[1]);
          glVertex2f(self.pos[0], self.pos[1] + self.size[0]);
          glVertex2f(self.pos[0] + self.size[0], self.pos[1] + self.size[0]);
          glVertex2f(self.pos[0] + self.size[0], self.pos[1]);
          glEnd()
  
new_contents: from basesprite import BaseSprite
  from OpenGL.GL import *
  from OpenGL.GLU import *
  import math
  
  class Ball(BaseSprite):
  
      def __init__(self, start_pos, size):
          BaseSprite.__init__(self, start_pos, (size, size))
          self.angle = math.radians(45)
          self.speed = 2.5
  
      def update(self):
  
          if self.pos[0] > 800:
              self.angle = - self.angle
  
          elif self.pos[0] < 0:
              self.angle = - self.angle
  
          if self.pos[1] > 600:
              self.angle = math.pi - self.angle
  
          elif self.pos[1] < 0:
              self.angle = math.pi - self.angle
  
          delta_y = self.speed * math.cos(self.angle)
          delta_x = self.speed * math.sin(self.angle)
          self.set_position(self.pos[0] + delta_x, self.pos[1] - delta_y)
  
      def render(self):
          glBegin(GL_QUADS)
          glColor3ub(155, 0, 0);
          glVertex2f(self.pos[0], self.pos[1]);
          glVertex2f(self.pos[0], self.pos[1] + self.size[0]);
          glVertex2f(self.pos[0] + self.size[0], self.pos[1] + self.size[0]);
          glVertex2f(self.pos[0] + self.size[0], self.pos[1]);
          glEnd()
  
subject: Increase default ball speed