variables == == == == =

Defining Variables¶

We have already used variables in the previous examples.

You can define new variables by writing:

```self.variable
name = value
```

*The ** self ** always refers to the current object. For example, if you have created several circles, ** self ** means that the variable name to * this * circle and to no other. *A variable is a ** Name ** for an object.An object can be a number, a word, a geometric shape or much more.By giving the object a name, you can access it and change it.

Consider the following example:

```from miniworldmaker import *

class MyBoard(ProcessingBoard):

def on_setup(self):
self.circle1 = Circle((40, 40), 60, 0, color=(255, 0, 0, 100))
self.circle2 = Circle((80, 100), 60, 0, color=(0, 255, 0, 100))

def on_mouse_left(self, mouse_pos):
self.circle1.x = 150

my_board = MyBoard(400, 400)
my_board.show()
```

A board of the type MyBoard has two circles.By giving the circles ** names **. (namely self.circle1 and self.circle2) you can also access the circles elsewhere.

Here the x - coordinate of the first circle is set to 150.

![](.. / _images / movement.gif)

The Random Function¶

The Random function allows you to assign random values to things. First you have to randomly import the

library at the beginning of your file:

```import random
```

Then a single command is sufficient for the first one.

```random.randint(0, 5)
```

This creates a random number between 0 and 5

```from miniworldmaker import *
import random

class MyBoard(ProcessingBoard):

def on_setup(self):
self.circle1 = Circle((40, 40), 60, 0, color=(255, 0, 0, 255)))

def on_mouse_left(self, mouse_pos):
self.circle1.x = random.randint(0, 260)
self.circle1.y = random.randint(0, 200)

my_board = MyBoard(260, 200)
my_board.show()

```
```