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Ball.py
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131 lines (114 loc) · 4.32 KB
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import pygame
import random
from Box import*
from Colors import*
class Ball(Box):
def _init_(self, x, y, width, height, vx, vy, color,boxType,health):
Box.__init__(self, x, y, width, height, vx, vy, color,boxType,health)
def moveIt(self):
self.x += self.vx
self.y += self.vy
def checkBoundHit(self, s_wd, s_ht):
result = [0,0]
if(self.x <= 0):
result[0] = -1
elif(self.x+self.width >= s_wd):
result[0] = 1
if(self.y <= 0):
result[1] = -1
elif(self.y + self.height >= s_ht):
result[1] = 1
return result
def handleBoundHit(self, hitDir, s_width, s_height):
wallSound = pygame.mixer.Sound("wallSound.ogg")
#wallSound.play()
if(hitDir[0] == -1):
self.x = 1
self.vx *= -1
elif(hitDir[0] == 1):
self.x = s_width - self.width - 1
self.vx *= -1
if(hitDir[1] == -1):
self.y = 1
self.vy *= -1
elif(hitDir[1] == 1):
self.y = s_height - self.height - 1
self.vy *= -1
def toRect(self):
return (self.x, self.y, self.width, self.height)
def drawIt(self, drawDest):
pygame.draw.rect(drawDest, self.color, self.toRect())
def checkBoxCollision(self, other):
#min1--------------min1
# min2--------------max2
if(self.x <= (other.x + other.width)) and (other.x <= (self.x + self.width)):
if(self.y <= (other.y + other.height)) and (other.y <= (self.y + self.height)):
return True
else:
return False
else:
return False
def getHitDirection(self, other):
result = [0,0]
#everything is from self's perspective
dTop = abs(self.y - (other.y + other.height))
dBot = abs((self.y + self.height) - other.y)
dRight = abs((self.x + self.width) - other.x)
dLeft = abs(self.x - (other.x + other.width))
if((dTop <= dRight) and (dTop <= dLeft) and (dTop < dBot)):
#top
#check for corner collision
if(dTop == dRight): #right corner collision
result[0] = 1
elif(dTop == dLeft): #left corner collision
result[0] = -1
result[1] = -1
elif((dBot <= dRight) and (dBot <= dLeft)):
#bottom
if(dBot == dRight): #right corner collision
result[0] = 1
elif(dBot == dLeft): #left corner collision
result[0] = -1
result[1] = 1
elif(dRight < dLeft):
#right
result[0] = 1
else:
#left
result[0] = -1
return result
#You would reduce HP here too.
def handleBoxHit(self, other, direction):
#made the acceleration of the ball 5% only after it this a paddle
accel = 1.05
paddleSound = pygame.mixer.Sound("paddleSound.ogg")
paddleSound.play()
if(direction[0] == -1):
self.x = other.x + other.width
self.vx *= -accel
elif(direction[0] == 1):
self.x = other.x - self.width
self.vx *= -accel
if(direction[1] == -1):
self.y = other.y + other.height
self.vy *= -accel
elif(direction[1] == 1):
self.y = other.y - self.height
self.vy *= -accel
#self.color = (random.randint(0,255), random.randint(0,255), random.randint(0,255)) #just add this to Colors
def runBoxCollision(self, other):
dir = [0,0]
#only runs box collision for ball vs paddle, no paddle vs paddle
if(self.boxType=="ball"):
if(self.checkBoxCollision(other)):
dir = self.getHitDirection(other)
self.handleBoxHit(other, dir)
if(other.boxType == "brick"):
other.health -= 1
def update(self, drawDest, s_width, s_height, boxList):
self.moveIt()
for otherBox in boxList:
if(self != otherBox):
self.runBoxCollision(otherBox)
self.handleBoundHit(self.checkBoundHit(s_width, s_height), s_width, s_height)
self.drawIt(drawDest)