Exemple #1
0
def draw_objects():
    breakout.clear_screen()

    # Draw the paddle, ball, and wall of bricks
    # TODO
    for brick in bricks:
        x = breakout.get_x(brick)
        y = breakout.get_y(brick)
        width = breakout.get_width(brick)
        height = breakout.get_height(brick)
        color = breakout.get_color(brick)
        breakout.draw_rectangle(x, y, width, height, color)
    x = breakout.get_x(paddle)
    y = breakout.get_y(paddle)
    width = breakout.get_width(paddle)
    height = breakout.get_height(paddle)
    color = breakout.get_color(paddle)
    breakout.draw_rectangle(x, y, width, height, color)

    x = breakout.get_x(ball)
    y = breakout.get_y(ball)
    radius = breakout.get_radius(ball)
    color = breakout.get_color(ball)
    breakout.draw_circle(x, y, radius, color)
    # Tell pygame to actually redraw everything (DON'T CHANGE)
    pygame.display.flip()
def draw_objects():
    # First wipe canvas clean
    breakout.clear_screen()
    # Draw the paddle, ball, and wall of bricks
    breakout.draw_rectangle(breakout.get_x(paddle), breakout.get_y(paddle), breakout.get_width(paddle), breakout.get_height(paddle), breakout.get_color(paddle))
    breakout.draw_circle(breakout.get_x(ball), breakout.get_y(ball), breakout.get_radius(ball), breakout.get_color(ball))
    for brick in bricks:
        breakout.draw_rectangle(breakout.get_x(brick), breakout.get_y(brick), breakout.get_width(brick), breakout.get_height(brick), breakout.get_color(brick))
    # Tell pygame to actually redraw everything
    pygame.display.flip()
def ball_update_position(ball):
    x = breakout.get_x(ball)
    y = breakout.get_y(ball)
    x += breakout.get_x_velocity(ball)
    y += breakout.get_y_velocity(ball)
    breakout.set_x(ball, x)
    breakout.set_y(ball, y)

    # If it hits the side walls, bounce off them
    if breakout.get_x(ball) >= constants.SCREEN_WIDTH:
        breakout.set_x_velocity(ball, -breakout.get_x_velocity(ball))
    if breakout.get_x(ball) < 0:
        breakout.set_x_velocity(ball, -breakout.get_x_velocity(ball))

    # If it hits the ceiling, bounce off it
    if breakout.get_y(ball) < 0:
        breakout.set_y_velocity(ball, -breakout.get_y_velocity(ball))
Exemple #4
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def ball_update_position(ball):
    x = breakout.get_x(ball)
    y = breakout.get_y(ball)
    x_velocity = breakout.get_x_velocity(ball)
    y_velocity = breakout.get_y_velocity(ball)
    new_x = x + x_velocity
    new_y = y + y_velocity
    breakout.set_x(ball, new_x)
    breakout.set_y(ball, new_y)
    if new_x >= constants.SCREEN_WIDTH - constants.BALL_RADIUS:
        x_velocity = x_velocity * -1
    elif new_x <= constants.BALL_RADIUS:
        x_velocity = x_velocity * -1
    elif new_y <= constants.BALL_RADIUS:
        y_velocity = y_velocity * -1
    breakout.set_x_velocity(ball, x_velocity)
    breakout.set_y_velocity(ball, y_velocity)
    if new_y == constants.SCREEN_HEIGHT - constants.BALL_RADIUS:
        x_velocity = x_velocity
        y_velocity = y_velocity
            running = False

    # Only if start is True you want the ball to be moving. This boolean is used to keep the ball at the centre before the user hits the UP key 
    if start:
        ball_update_position(ball)
    
    #Update the position of the paddle based on the mouse
    paddle_update_position(paddle)
    
    #Check for collisions 
    if breakout.ball_did_collide_with(ball, paddle, constants.PADDLE_WIDTH, constants.PADDLE_HEIGHT):
        ball_bounce_off(ball)

    # If ball went out of bounds, we lose a life, and start
    # with a new ball.
    elif (breakout.get_y(ball) > constants.SCREEN_HEIGHT):
        lives -= 1
        ball = breakout.create_new_ball()
        start = False

    # If bricks are over, you won! 
    if len(bricks) == 0:
        running = False;

    # Else, loop through the entire bricks array to see if the ball collided with any brick 
    else:
        for brick in bricks:
            if  breakout.ball_did_collide_with(ball, brick, constants.BRICK_WIDTH, constants.BRICK_HEIGHT):
                ball_bounce_off(ball)
                bricks.remove(brick)
Exemple #6
0
                                          constants.BRICK_HEIGHT):
            ball_bounce_off(ball)
        if breakout.ball_did_collide_with(ball, brick, constants.BRICK_WIDTH,
                                          constants.BRICK_HEIGHT):
            bricks.remove(brick)

    if len(bricks) == 0:
        running = False

    # Update the position of the paddle based on the mouse
    # TODO

    # Check for collisions using breakout.ball_did_collide_with(ball, obj, width, height)
    # TODO

    y = breakout.get_y(ball)
    if y >= constants.SCREEN_HEIGHT - constants.BALL_RADIUS:
        running = False

    # TODO

    # If bricks are all broken, you won!

    # TODO

    # Else, loop through the entire bricks list to see if the ball collided with any brick
    # TODO

    # Redraw everything at the end of the while loop

    draw_objects()