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import random | ||
import colorsys | ||
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WIDTH = 600 | ||
HEIGHT = 800 | ||
BALL_SIZE = 4 | ||
MARGIN = 50 | ||
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BRICKS_X = 10 | ||
BRICKS_Y = 5 | ||
BRICK_W = (WIDTH - 2 * MARGIN) // BRICKS_X | ||
BRICK_H = 25 | ||
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ball = ZRect(WIDTH / 2, HEIGHT / 2, BALL_SIZE, BALL_SIZE) | ||
bat = ZRect(WIDTH / 2, HEIGHT - 50, 80, 12) | ||
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bricks = [] | ||
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def reset(): | ||
"""Reset bricks and ball.""" | ||
# First, let's do bricks | ||
del bricks[:] | ||
for x in range(BRICKS_X): | ||
for y in range(BRICKS_Y): | ||
brick = ZRect( | ||
(x * BRICK_W + MARGIN, y * BRICK_H + MARGIN), | ||
(BRICK_W, BRICK_H) | ||
) | ||
hue = (x + y) / BRICKS_X | ||
saturation = (y / BRICKS_Y) * 0.5 + 0.5 | ||
r, g, b = colorsys.hsv_to_rgb( | ||
h=hue, | ||
s=saturation, | ||
v=0.8, | ||
) | ||
brick.color = r * 255, g * 255, b * 255 | ||
r, g, b = colorsys.hsv_to_rgb( | ||
h=hue, | ||
s=saturation * 0.7, | ||
v=1.0, | ||
) | ||
brick.highlight = r * 255, g * 255, b * 255 | ||
bricks.append(brick) | ||
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# Now reset the ball | ||
ball.center = (WIDTH / 2, HEIGHT / 2) | ||
ball.vel = (random.uniform(-200, 200), 400) | ||
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# Reset bricks and ball at start | ||
reset() | ||
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def draw(): | ||
screen.clear() | ||
for brick in bricks: | ||
screen.draw.filled_rect(brick, brick.color) | ||
screen.draw.line(brick.bottomleft, brick.topleft, brick.highlight) | ||
screen.draw.line(brick.topleft, brick.topright, brick.highlight) | ||
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screen.draw.filled_rect(bat, 'pink') | ||
screen.draw.filled_circle(ball.center, 4, 'white') | ||
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def update(): | ||
# When you have fast moving objects, like the ball, a good trick | ||
# is to run the update step several times per frame with tiny time steps. | ||
# This makes it more likely that collisions will be handled correctly. | ||
for _ in range(3): | ||
update_step() | ||
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def update_step(): | ||
x, y = ball.center | ||
vx, vy = ball.vel | ||
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if ball.top > HEIGHT: | ||
reset() | ||
return | ||
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# Update ball based on previous velocity | ||
x += vx / 180 | ||
y += vy / 180 | ||
ball.center = (x, y) | ||
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# Check for and resolve collisions | ||
if ball.left < 0: | ||
vx = abs(vx) | ||
ball.left = -ball.left | ||
elif ball.right > WIDTH: | ||
vx = -abs(vx) | ||
ball.right -= 2 * (ball.right - WIDTH) | ||
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if ball.top < 0: | ||
vy = abs(vy) | ||
ball.top *= -1 | ||
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if ball.colliderect(bat): | ||
vy = -abs(vy) | ||
# randomise the x velocity | ||
if vx > 0: | ||
vx = random.uniform(50, 300) | ||
else: | ||
vx = random.uniform(-300, -50) | ||
else: | ||
for brick in bricks: | ||
# There are faster ways to find the brick we are intersecting | ||
# Left as an exercise for the reader | ||
if ball.colliderect(brick): | ||
# Work out what side we collided on | ||
dx = (ball.centerx - brick.centerx) / BRICK_W | ||
dy = (ball.centery - brick.centery) / BRICK_H | ||
if abs(dx) > abs(dy): | ||
vx = abs(vx) if dx > 0 else -abs(vx) | ||
else: | ||
vy = abs(vy) if dy > 0 else -abs(vy) | ||
bricks.remove(brick) | ||
break | ||
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# Write back updated position and velocity | ||
ball.center = (x, y) | ||
ball.vel = (vx, vy) | ||
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def on_mouse_move(pos): | ||
x, y = pos | ||
bat.centerx = x | ||
if bat.left < 0: | ||
bat.left = 0 | ||
elif bat.right > WIDTH: | ||
bat.right = WIDTH |