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Python Ball.brickCollide方法代码示例

本文整理汇总了Python中ball.Ball.brickCollide方法的典型用法代码示例。如果您正苦于以下问题:Python Ball.brickCollide方法的具体用法?Python Ball.brickCollide怎么用?Python Ball.brickCollide使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在ball.Ball的用法示例。


在下文中一共展示了Ball.brickCollide方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: gameLoop

# 需要导入模块: from ball import Ball [as 别名]
# 或者: from ball.Ball import brickCollide [as 别名]

#.........这里部分代码省略.........
                            self.ballLaunched = True

                    # Go back to menu
                    if event.key == K_m:
                        self.ballSprites.empty()
                        self.paddleSprite.empty()
                        self.level.brickSprites.empty()
                        return "menu"

############# BALL MOVER ###############################
            if self.ballLaunched:
                for ball in self.ballSprites:
                    ballLost = ball.move(self.width,
                                         self.height,
                                         seconds,
                                         self.paddle)

                    # Check if ball went past paddle
                    if ballLost:
                        ball.kill()
                        if not self.ballSprites:
                            self.mainBall = Ball((self.paddle.x, self.paddle.y),
                                                 self.paddle.height)
                            self.ballSprites.add(self.mainBall)
                            for i in range(self.numBalls):
                                ball = Ball((self.paddle.x, self.paddle.y),
                                                     self.paddle.height)
                                self.ballSprites.add(ball)
                            self.ballLaunched = False

                            # Lose a life, fill in circle where one used to be
                            self.lives -= 1
                            self.drawScore()
                            self.drawName()
                            pygame.draw.circle(self.screen,
                                       (0, 0, 0),
                                       (self.lifeX + ((self.lives - 1)*10), self.lifeY),
                                       self.lifeRadius)

                            # End game if lives are gone
                            if self.lives == 0:
                                return "lost"

############# COLLISION DETECTION ###########################
            # Collision detection between ball and paddle
            hitPaddle = pygame.sprite.spritecollide(self.paddle,
                                                    self.ballSprites,
                                                    False)
            if hitPaddle:
                # For levels that have constant rotation
                if self.level.alwaysRotating:
                    if self.level.rotation == 360:
                        self.level.rotation = 90
                    else:
                        self.level.rotation += 90
                    
                for ball in hitPaddle:
                    ball.paddleCollide(self.paddle)

            # Collision detection between ball and brick
            if not self.level.brickSprites:
                try:
                    BreakoutMain.levels[self.currentLevel + 1]
                    self.currentLevel += 1
                    self.ballSprites.empty()
                    self.paddleSprite.empty()
                    self.level.brickSprites.empty()
                    self.ballLaunched = False
                    return "next"
                except IndexError:
                    return "won"
            else:
                for ball in self.ballSprites:
                    hitBricks = pygame.sprite.spritecollide(ball,
                                                            self.level.brickSprites,
                                                            True)
                    ball.brickCollide(hitBricks)
                    for brick in hitBricks:
                        self.screen.blit(self.level.background,
                                         (brick.rect.x, brick.rect.y),
                                         brick.rect)
                        self.score += 1
                        # Redraw score
                        self.drawScore()

############# SPRITE REFRESH #################################
            # Redraw lives left
            self.drawLives()

            # Redraw sprites
            self.paddleSprite.draw(self.screen)
            self.ballSprites.draw(self.screen)
            if self.level.rotation != 0:
                rotatedScreen = pygame.transform.rotate(self.screen, self.level.rotation)
                self.screen.blit(rotatedScreen, (0, 0))
                self.level.rotated = True
            pygame.display.flip()

            # Keep track of time elapsed
            self.elapsed = self.clock.tick(60)
开发者ID:sruptash,项目名称:Python-Breakout,代码行数:104,代码来源:main.py


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