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breakout-from-gist.py
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breakout-from-gist.py
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WIDTH = 1000
HEIGHT = 570
class Ball(ZRect): pass
class Paddle(ZRect): pass
class LPaddle(ZRect): pass
class RPaddle(ZRect): pass
class Brick(ZRect): pass
##pygame.mixer.music.load(r'E:\david\Music\congratulations.mp3')
##pygame.mixer.music.play(-1)
#ball details:
# music.play("congratulations")
ball = Ball(WIDTH / 4, HEIGHT / 4, 20, 20)
ball.colour = "green"
ball.direction = 1, 1
ball.speed = 5
BAT_W = 150
BAT_H = 15
paddle = Paddle(WIDTH / 2, HEIGHT - BAT_H, BAT_W, BAT_H)
paddle.colour = "orange"
lpaddle = LPaddle(0, HEIGHT / 2, BAT_H, BAT_W)
lpaddle.colour = "blue"
rpaddle = RPaddle(WIDTH - BAT_H, HEIGHT / 2, BAT_H, BAT_W)
rpaddle.colour = "blue"
Num_Brick = 20
Brick_W = WIDTH / 10
Brick_H = Brick_W / 4
BRICK_COLOURS = ["purple", "lightgreen", "lightblue", "orange"]
bricks = []
for i in range(Num_Brick):
row = (i // 10) + 1
# print(row)
brick = Brick(i * Brick_W, row * Brick_H, Brick_W, Brick_H)
print(brick)
brick.colour = BRICK_COLOURS[i % len(BRICK_COLOURS)]
bricks.append(brick)
def draw():
screen.clear()
screen.draw.filled_rect(ball, ball.colour)
screen.draw.filled_rect(paddle, paddle.colour)
screen.draw.filled_rect(lpaddle,lpaddle.colour)
screen.draw.filled_rect(rpaddle,rpaddle.colour)
for brick in bricks:
screen.draw.filled_rect(brick, brick.colour)
def on_mouse_move(pos):
x, y = pos
paddle.centerx = x
lpaddle.centery = y
#print(x, y)
rpaddle.centery = y
def update():
dx, dy = ball.direction
ball.move_ip(ball.speed * dx, ball.speed * dy)
if ball.colliderect(paddle):
ball.direction = dx, -dy
if ball.colliderect(lpaddle):
ball.direction = -dx, dy
if ball.colliderect(rpaddle):
ball.direction = -dx, dy
to_kill = ball.collidelist(bricks)
if to_kill >= 0:
bricks.pop(to_kill)
ball.direction = dx, -dy
if ball.right >= WIDTH or ball.left <= 0:
ball.direction = -dx, dy
#if paddle.right >= WIDTH or paddle.left <= 0:
# paddle.direction = -px, py
#
if ball.bottom >= HEIGHT or ball.top <= 0:
ball.direction = dx, -dy
if ball.bottom >= HEIGHT:
exit()
if ball.left <= 0:
exit()
if ball.right >= WIDTH:
exit()
if ball.top <= 0:
ball.direction = dx, -dy
if not bricks:
exit()