you can just do
x, y = pygame.mouse.get_pos() then
print(x, y)
Lets say we wanted to make some Flying blocks from one position to another.
We could do something like this
import pygame
from pygame import *
import sys, random, math, fractions
pygame.init()
Screen_Width = 800
Screen_Height = 600
Total_Display = pygame.display.set_mode((Screen_Width, Screen_Height))
clock = pygame.time.Clock()
class Blocks(pygame.sprite.Sprite):
    def __init__(self, width, height):
        super().__init__()
        all_sprite_list.add(self)
        block_list.add(self)
        self.image = pygame.Surface((32,32))
        self.rect = self.image.get_rect()
        self.change_y = 0
        self.change_x = 0
    def blockMove (self, cursor_pos_x, cursor_pos_y, player_pos_x, player_pos_y):
        block_vec_x = cursor_pos_x - player_pos_x
        block_vec_y = cursor_pos_y - player_pos_y
        vec_length = math.sqrt(block_vec_x ** 2 + block_vec_y ** 2)
        block_vec_y = (block_vec_y / vec_length) * 5
        block_vec_x = (block_vec_x / vec_length) * 5
        self.change_y += block_vec_y
        self.change_x += block_vec_x
    def update(self):
        self.rect.y += self.change_y
        self.rect.x += self.change_x
Now well make a simple player class just for a position to fire the blocks to the mouse position well place this right in the middle of the window!
class Player(pygame.sprite.Sprite):
    def __init__(self):
        player_list.add(self)
        self.rect = Rect(400,300,16,16)
        self.image = pygame.surface((16,16))
all_sprite_list = pygame.sprite.Group()
player_list = pygame.sprite.Group()
block_list = pygame.sprite.Group()
block = Blocks(16,16)
player = Player()
running = True
while running:
    clock.tick(60)
    for e in pygame.event.get()
        if e == pygame.Quit:
            running = False
        if e.type == pygame.KEYDOWN and e.type == pygame.K_ESCAPE:
            running = False
Here is where we get the mouse position we set Mouse_X and Mouse_Y = mouse.get_pos() which will output (x, y) or Mouse_X = mouse pos x and Mouse_Y = mouse pos y. You can also out put the position of the mouse by adding a print(Mouse_x & "  " & Mouse_y)
    Mouse_x, Mouse_y = pygame.mouse.get_pos()
    key = pygame.key.get_pressed()
    if key[pygame.K_SPACE]:
        block = Blocks(16,16)
        block.blockMove(Mouse_x, Mouse_y, player.rect.x, player.rect.y)
        block.rect.x = player.rect.x
        block.rect.y = player.rect.y
    block.update()
    Total_Display.fill((255,0,0))
    for sprite in all_sprite_list:
        pygame.draw.rect(Total_Display,(0,0,0), sprite)
    for blocks in block_list:
        pygame.draw.rect(Total_Display, (0,0,0), block)
    
    pygame.display.flip()
I probably went a little overboard but hey hope this helps someone out there!
And here's the entire thing just to make sure I didn't make a mistake
import pygame
from pygame import *
import sys, random, math, fractions
pygame.init()
Screen_Width = 800
Screen_Height = 600
Total_Display = pygame.display.set_mode((Screen_Width, Screen_Height))
clock = pygame.time.Clock()
class Blocks(pygame.sprite.Sprite):
    def __init__(self, width, height):
        super().__init__()
        all_sprite_list.add(self)
        block_list.add(self)
        self.image = pygame.Surface((32,32))
        self.rect = self.image.get_rect()
        self.change_y = 0
        self.change_x = 0
    def blockMove (self, cursor_pos_x, cursor_pos_y, player_pos_x, player_pos_y):
        block_vec_x = cursor_pos_x - player_pos_x
        block_vec_y = cursor_pos_y - player_pos_y
        vec_length = math.sqrt(block_vec_x ** 2 + block_vec_y ** 2)
        block_vec_y = (block_vec_y / vec_length) * 5
        block_vec_x = (block_vec_x / vec_length) * 5
        self.change_y += block_vec_y
        self.change_x += block_vec_x
    def update(self):
        self.rect.y += self.change_y
        self.rect.x += self.change_x
class Player(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        player_list.add(self)
        all_sprite_list.add(self)
        self.rect = Rect(400,300,16,16)
        self.image = pygame.Surface((16,16))
all_sprite_list = pygame.sprite.Group()
player_list = pygame.sprite.GroupSingle()
block_list = pygame.sprite.Group()
block = Blocks(16,16)
player = Player()
running = True
while running:
    clock.tick(60)
    for e in pygame.event.get():
        if e == pygame.QUIT:
            Running = False
        if e.type == pygame.KEYDOWN and e.type == pygame.K_ESCAPE:
            running = False
    Mouse_x, Mouse_y = pygame.mouse.get_pos()
    key = pygame.key.get_pressed()
    if key[pygame.K_SPACE]:
        block = Blocks(16,16)
        block.update()
        block.blockMove(Mouse_x, Mouse_y, player.rect.x, player.rect.y)
        block.rect.x = player.rect.x
        block.rect.y = player.rect.y
    block.update()
    Total_Display.fill((255,0,0))
    for sprite in all_sprite_list:
        pygame.draw.rect(Total_Display,(0,0,0), sprite)
    for blocks in block_list:
        pygame.draw.rect(Total_Display, (0,0,0), block)
    
    pygame.display.flip()