compute_cursor(key_pressed) return ball, cursor, bricks, lifes # Use it to determine the main program, RESPECT THE SYNTAX if __name__ == '__main__': width_screen = 600 height_screen = 600 # Enable graphics engine engine = GameEngine(width_screen, height_screen) # Create ball ball = Ball(width_screen / 2, height_screen - 200) ball.dx = -6 ball.dy = -3 # Create cursor cursor = Cursor(width_screen / 2, height_screen - 30) # Create Bricks bricks = add_lines_brick(2, 3, width_screen) # Create lifes lifes = [ Life(5, height_screen - 100), Life(50, height_screen - 100), Life(100, height_screen - 100) ] print(bricks) # Main loop for graphics while len(bricks) > 0 and len(lifes) > 0:
key = pygame.key.get_pressed() if key[pygame.K_w]: paddle1.rect.y += -paddle1.speed if key[pygame.K_s]: paddle1.rect.y += paddle1.speed if key[pygame.K_UP]: paddle2.rect.y += -paddle2.speed if key[pygame.K_DOWN]: paddle2.rect.y += paddle2.speed pong.rect.x += pong.speed * pong.dx pong.rect.y += pong.speed * pong.dy # -- Ball Collisions if pong.rect.y > 490: pong.dy = -1 if pong.rect.x > 740: pong.rect.x, pong.rect.y = 375, 250 pong.dx = -1 paddle1.points += 1 if pong.rect.y < 10: pong.dy = 1 if pong.rect.x < 10: pong.rect.x, pong.rect.y = 375, 250 pong.dx = 1 paddle2.points += 1 if paddle1.rect.colliderect(pong.rect): pong.dx = 1 if paddle2.rect.colliderect(pong.rect): pong.dx = -1