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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.position = self.image.get_rect(center=self.coordinates) |
| 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.position.center = self.coordinates |
| 29 | + | self.rect.center = self.coordinates |
| 30 | self.check_collision(platform, bricks) | |
| 31 | ||
| 32 | # check all possible collisions | |
| 33 | - | def check_collision(self, platform, bricks): |
| 33 | + | def check_collision(self, paddle, bricks): |
| 34 | # screen edges | |
| 35 | - | if self.position.x <= 0: |
| 35 | + | if self.rect.x <= 0: |
| 36 | self.vector.x *= -1 | |
| 37 | - | if self.position.right >= SCREEN_WIDTH: |
| 37 | + | if self.rect.right >= SCREEN_WIDTH: |
| 38 | self.vector.x *= -1 | |
| 39 | - | if self.position.top <= 0: |
| 39 | + | if self.rect.top <= 0: |
| 40 | self.vector.y *= -1 | |
| 41 | - | if self.position.bottom >= SCREEN_HEIGHT: |
| 41 | + | if self.rect.bottom >= SCREEN_HEIGHT: |
| 42 | self.lost = True | |
| 43 | ||
| 44 | - | # platform |
| 44 | + | # paddle |
| 45 | - | if self.position.colliderect(platform.position): |
| 45 | + | if self.rect.colliderect(paddle.rect): |
| 46 | self.vector.y *= -1 | |
| 47 | - | self.vector.x += platform.moving*5 |
| 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.position.centerx - |
| 62 | + | distance_x = abs(ball.rect.centerx - |
| 63 | - | brick.position.centerx) - brick.position.w / 2 |
| 63 | + | brick.rect.centerx) - brick.rect.w / 2 |
| 64 | - | distance_y = abs(ball.position.centery - |
| 64 | + | distance_y = abs(ball.rect.centery - |
| 65 | - | brick.position.centery) - brick.position.h / 2 |
| 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 |