def main(): rate = FRAME_RATE # To speed up lives = NUM_LIVES # Easy to set lives graphics = BreakoutGraphics() while lives > 0: graphics.check() # Determine the state of the ball and other objects graphics.faster(rate) # Speed up the game if graphics.lose(): # Determine whether to lose graphics.reset() # Reset the position and speed of the ball lives = graphics.lives_time(lives) graphics.print_lives() pause(rate) graphics.end()
def main(): graphics = BreakoutGraphics(brick_cols=10, brick_rows=10) # Add animation loop here! x = graphics.get_dx() y = graphics.get_dy() live = NUM_LIVES while True: # to pause till the mouseclick pause(FRAME_RATE) graphics.set_speed() if graphics.break_all_brick(): graphics.rest_ball() break if graphics.click is True: pause(FRAME_RATE) # the condition of game over if live == 0 or graphics.break_all_brick(): # rest the ball to the initial place graphics.rest_ball() break graphics.ball.move(x, y) # the ball move to the downside of the window if graphics.ball.y >= graphics.window.height - graphics.ball.height: live -= 1 graphics.rest_ball() graphics.click = False y = -y # to check whether the ball hit the break or paddle if graphics.check(): y = -y # to avoid the brick stick on the paddle graphics.ball.move(x, y) # when the ball hit the wall, the ball will change x direction if graphics.ball.x <= 0 or graphics.ball.x >= graphics.window.width - graphics.ball.width: x = -x # when the ball hit the wall, the ball will change y direction if graphics.ball.y <= 0 or graphics.ball.y >= graphics.window.height - graphics.ball.height: y = -y