def update_ball(self):
		if self.ball.fired:
			self.ball.update()
		else:
			bx, by = self.ball.sprite.position
			px, py = self.paddle.sprite.position
			self.ball.sprite.position = (px, by)

		collide = collides(self.ball.sprite, self.paddle.sprite)
		if collide:
			self.ball.hit()
		if self.ball.dead():
			self.game_over()
 def update_blocks(self):
     # 判断是否撞到了砖块
     for b in self.blocks:
         if collides(self.ball.sprite, b):
             # self.ball_speedy = -self.ball_speedy
             self.ball.hit()
             self.remove(b)
             self.blocks.remove(b)
             self.gold += 1
             # self.speed += 1
             self.update_hud()
             print('金币', self.gold)
             break
	def update_blocks(self):
		# 判断是否撞到了砖块
		for b in self.blocks:
			if collides(self.ball.sprite, b):
				# self.ball_speedy = -self.ball_speedy
				self.ball.hit()
				self.remove(b)
				self.blocks.remove(b)
				self.gold += 1
				# self.speed += 1
				self.update_hud()
				print('捉到', self.gold, '只皮卡丘')
				break
		if len(self.blocks) == 0:
			self.game_win()