def isCorrectSpeedChange( self, position, speed_before, key, speed_after ): # init object. pygame.init() screen = PygScreen() screen.setSize(100,100) ball = BallObj() ball.setObj( self.sysData.ballBmp ) ball.setRect() # 判定処理 ball.setBallrectLeft( position[0] ) ball.setBallrectBottom( position[1] ) ball.setSpeed( speed_before[0], speed_before[1] ) pressed_keys_cp = \ self.makeListFromKeyTuple( pygame.key.get_pressed() ) if key != None: pressed_keys_cp[key] = 1 ball.decideBallPosition( pressed_keys_cp, screen.getSize() ) return speed_after == ball.getSpeed()
def isCorrectSpeedChange(self, position, speed_before, key, speed_after): # init object. pygame.init() screen = PygScreen() screen.setSize(100, 100) ball = BallObj() ball.setObj(self.sysData.ballBmp) ball.setRect() # 判定処理 ball.setBallrectLeft(position[0]) ball.setBallrectBottom(position[1]) ball.setSpeed(speed_before[0], speed_before[1]) pressed_keys_cp = \ self.makeListFromKeyTuple( pygame.key.get_pressed() ) if key != None: pressed_keys_cp[key] = 1 ball.decideBallPosition(pressed_keys_cp, screen.getSize()) return speed_after == ball.getSpeed()
# ボール生成部分 # TODO: ボール生成個数とボール射出タイミングはsysDataに移動 if len(balls) < 3: ballMakeTiming = ballMakeTiming + 1 if ballMakeTiming > 25: ball = BallObj() ball.setSpeed( 0, 0 ) ball.setObj( sysData.ballBmp ) ball.setRect_pos( 60,-100 ) balls.append( ball ) ballMakeTiming = 0 # ボールの次のフレームの動作 for ball in balls: ball.ballMove() ball.decideBallPosition(pygame.key.get_pressed(), screen.getSize() ) #print balls[0].getBallrect() # ボールとバーが衝突した際の動作 for ball in balls: mediator.judgeConflictBallAndBar( ball, barRight ) mediator.judgeConflictBallAndBar( ball, barLeft ) # ボールの射出間隔調整 biggest = choiceBiggestShootTiming(balls) if biggest != None: biggest.shootTimingIncliment() # キーが押されたときバーを移動 barLeft.moveAs2Key( pygame.key.get_pressed())