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1 | import pygame | |
2 | import random | |
3 | ||
4 | SCREEN_WIDTH = 1024 | |
5 | SCREEN_HEIGHT = 800 | |
6 | vec = pygame.math.Vector2 | |
7 | ||
8 | ||
9 | class Ball(pygame.sprite.Sprite): | |
10 | def __init__(self): | |
11 | super(Ball, self).__init__() | |
12 | self.image = pygame.image.load("images/ball.png") | |
13 | self.reset_position() | |
14 | self.r = 16 | |
15 | self.lost = False | |
16 | ||
17 | # resetting position | |
18 | def reset_position(self): | |
19 | self.coordinates = vec(SCREEN_WIDTH/2, SCREEN_HEIGHT-140) | |
20 | self.rect = self.image.get_rect(center=self.coordinates) | |
21 | self.vector = vec(0, -10) | |
22 | self.incline_angle = random.randrange(-30, 30) | |
23 | self.vector.rotate_ip(self.incline_angle) | |
24 | self.lost = False | |
25 | ||
26 | # update | |
27 | def update(self, platform, bricks): | |
28 | self.coordinates += self.vector | |
29 | self.rect.center = self.coordinates | |
30 | self.check_collision(platform, bricks) | |
31 | ||
32 | # check all possible collisions | |
33 | def check_collision(self, paddle, bricks): | |
34 | # screen edges | |
35 | if self.rect.x <= 0: | |
36 | self.vector.x *= -1 | |
37 | if self.rect.right >= SCREEN_WIDTH: | |
38 | self.vector.x *= -1 | |
39 | if self.rect.top <= 0: | |
40 | self.vector.y *= -1 | |
41 | if self.rect.bottom >= SCREEN_HEIGHT: | |
42 | self.lost = True | |
43 | ||
44 | # paddle | |
45 | if self.rect.colliderect(paddle.rect): | |
46 | self.vector.y *= -1 | |
47 | self.vector.x += paddle.moving*5 | |
48 | if self.vector.x < -10: | |
49 | self.vector.x = -10 | |
50 | if self.vector.x > 10: | |
51 | self.vector.x = 10 | |
52 | ||
53 | # bricks | |
54 | for brick in bricks: | |
55 | # collision detected | |
56 | if self.brick_collision(self, brick): | |
57 | brick.hit() | |
58 | break | |
59 | ||
60 | # auxiliary method for brick collision | |
61 | def brick_collision(self, ball, brick): | |
62 | distance_x = abs(ball.rect.centerx - | |
63 | brick.rect.centerx) - brick.rect.w / 2 | |
64 | distance_y = abs(ball.rect.centery - | |
65 | brick.rect.centery) - brick.rect.h / 2 | |
66 | ||
67 | if distance_x < ball.r and distance_y < ball.r: | |
68 | if distance_x < distance_y: | |
69 | self.vector.y *= -1 | |
70 | else: | |
71 | self.vector.x *= -1 | |
72 | return True | |
73 | return False | |
74 |