Ejemplo n.º 1
0
    ball_paddle_collision_flag = ball.ball_paddle_collision(pd)
    ball.ball_wall_collision()
    score = ball.ball_brick_collision(bricks=BRICKS,
                                      canvas=CANVAS,
                                      powerups=POWERUPS,
                                      score=score)
    check_powerup_bricks()
    check_ball_grab()
    check_game_over()
    check_game_win()
    brick_fall(ball_paddle_collision_flag)

    if ball.over(CANVAS):
        reset()

    pd.display(CANVAS)
    ball.display(CANVAS)

    print_canvas()

    # TAKING INPUT
    key_press = ip.get_parsed_input(timeout=0.07)
    if key_press == "d":
        pd.move_paddle(CANVAS, 4)
        if attached:
            ball.move(CANVAS, vel_x=4, attached=True)
    elif key_press == "a":
        pd.move_paddle(CANVAS, -4)
        if attached:
            ball.move(CANVAS, vel_x=-4, attached=True)
    if not attached:
Ejemplo n.º 2
0

#
# main
#
WIDTH = 128
HEIGHT = 64

score = Score(WIDTH, HEIGHT)
ball = Ball(WIDTH, HEIGHT, score)
paddle_r = Paddle(WIDTH, HEIGHT)
paddle_l = Paddle(WIDTH, HEIGHT, True)
game_disp = set_pygame_keys(GameDisplay(WIDTH, HEIGHT), paddle_l, paddle_r)

#
# main loop
#
while 1:
    time.sleep(.05)
    if ball_hit_paddle(paddle_l, ball) or ball_hit_paddle(paddle_r, ball):
        ball.x_bounce()
    ball.move()
    paddle_l.move()
    paddle_r.move()
    game_disp.check_keys()
    game_disp.translate_to_pygame(
        score.display(
            ball.display(
                paddle_l.display(
                    paddle_r.display(make_new_display(WIDTH, HEIGHT))))))