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balls.py
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balls.py
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import pygame
import random
class Ball:
COL_NONE = 0
COL_LEFT = 1
COL_RIGHT = 2
COL_TOP = 3
COL_BOTTOM = 4
def __init__(self):
self.image = pygame.image.load("images/ball.png")
self.image = pygame.transform.scale(self.image, (64, 64))
self.rect = self.image.get_rect()
self.speed = [2, 1]
def _sign(self, value):
if value < 0:
return -1
else:
return 1
def reset(self, width, height):
x = random.randint(0.4 * width, 0.6 * width)
y = random.randint(0.4 * height, 0.6 * height)
self.set_pos(x, y)
self.speed[0] *= self._sign(random.randint(-1, 1))
self.speed[1] *= self._sign(random.randint(-1, 1))
def center(self):
return self.rect.center[0]
def left(self):
return self.rect.left
def right(self):
return self.rect.right
def top(self):
return self.rect.top
def bottom(self):
return self.rect.bottom
def move(self):
self.rect = self.rect.move(self.speed)
def toggleX(self):
self.speed[0] = -self.speed[0]
def toggleY(self):
self.speed[1] = -self.speed[1]
def collision(self, rect):
res = False
if rect.collidepoint(self.rect.midtop) or rect.collidepoint(self.rect.midbottom):
self.speed[1] = -self.speed[1]
res = True
if rect.collidepoint(self.rect.midleft) or rect.collidepoint(self.rect.midright):
self.speed[0] = -self.speed[0]
res = True
return res
def draw(self, screen):
screen.blit(self.image, self.rect)
def set_pos(self, x, y):
self.rect.left = 0
self.rect.top = 0
self.rect = self.rect.move(x, y)
def get_pos(self):
return self.rect