[fix] Small errors
- Ball can no longer lock to paddle - Brick edges are part of the brick
This commit is contained in:
+45
-40
@@ -136,10 +136,15 @@ class Paddle:
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self.draw()
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def hit(self, ball: Ball) -> bool:
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"""Check if the ball hits the paddle."""
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return (
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self.x < ball.x < self.x + self.width
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and self.y < ball.y < self.y + self.height)
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"""Check if the ball hits the paddle and adjust its position."""
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if (
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self.x <= ball.x <= self.x + self.width
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and self.y <= ball.y + ball.radius <= self.y + self.height
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):
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# Adjust the ball's position to be just above the paddle
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ball.y = self.y - ball.radius - 2
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return True
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return False
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class Ball:
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@@ -163,11 +168,11 @@ class Ball:
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self.y = paddle.y - radius - 2 # Place the ball just above the paddle
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def reset_pos(self, paddle: Paddle):
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"""Reset ball position to the center of the screen.
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"""Reset ball position to the center of the paddle.
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Args: Paddle: The paddle object to position the ball on.
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"""
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self.x = SCREEN_HEIGHT // 2
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self.y = SCREEN_WIDTH // 2
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self.y = SCREEN_WIDTH // 2 - self.radius - 2
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self.x_speed = BALL_SPEED
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self.y_speed = -BALL_SPEED
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@@ -181,7 +186,7 @@ class Ball:
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self.x = 0
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self.x_speed = -self.x_speed
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elif self.x > SCREEN_HEIGHT:
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self.x = SCREEN_HEIGHT
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self.x = SCREEN_HEIGHT - self.radius
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self.x_speed = -self.x_speed
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# Bounce off top screen edge
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@@ -255,7 +260,7 @@ class BrickRow:
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"""
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for i, brick in enumerate(self.bricks):
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if brick is not None:
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if (brick.x < ball.x < brick.x + brick.width) and (brick.y < ball.y < brick.y + brick.height):
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if (brick.x <= ball.x <= brick.x + brick.width) and (brick.y <= ball.y <= brick.y + brick.height):
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# Remove the brick by setting it to None
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self.bricks[i] = None
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return True
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@@ -299,40 +304,40 @@ def main_loop():
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global fbuf, buffer, buffer_width, buffer_height, joystick
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global render_frame
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bricks = []
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for row in range(ROWS):
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if row == 0:
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color = RED
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elif row == 1:
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color = YELLOW
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else:
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color = GREEN
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bricks.append(
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BrickRow(BRICK_WIDTH,
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BRICK_HEIGHT,
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BRICK_PADDING,
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10 + row * (BRICK_HEIGHT + BRICK_PADDING),
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color))
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score = 0
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lives = 3
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paddle = Paddle()
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ball = Ball(paddle, radius=5, color=WHITE)
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# Create a list of small balls to represent lives
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lives_balls = []
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for i in range(0, lives):
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life_ball = Ball(paddle, radius=3, color=WHITE)
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life_ball.x = 5 + (i - 1) * 7
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life_ball.y = 7
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life_ball.x_speed = 0
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lives_balls.append(life_ball)
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render_frame = False
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state = 0 # 0 = start screen, 1 = game, 2 = game over, 3 = game win
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try:
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while True:
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if state == 0: # Startup screen
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if state == 0: # Startup screen & init game state
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bricks = []
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for row in range(ROWS):
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if row == 0:
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color = RED
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elif row == 1:
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color = YELLOW
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else:
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color = GREEN
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bricks.append(
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BrickRow(BRICK_WIDTH,
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BRICK_HEIGHT,
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BRICK_PADDING,
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10 + row * (BRICK_HEIGHT + BRICK_PADDING),
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color))
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score = 0
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lives = 3
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paddle = Paddle()
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ball = Ball(paddle, radius=5, color=WHITE)
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# Create a list of small balls to represent lives
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lives_balls = []
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for i in range(0, lives):
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life_ball = Ball(paddle, radius=3, color=WHITE)
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life_ball.x = 5 + (i - 1) * 7
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life_ball.y = 7
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life_ball.x_speed = 0
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lives_balls.append(life_ball)
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render_frame = False
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splash_screen([0x060046, 0x056B54, 0x054A64, 0x064A46, 0x054A62, 0x054A52, 0x074B56])
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if joystick.button_a() == 0: # Transition to game state when A is pressed
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@@ -345,10 +350,10 @@ def main_loop():
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if ball.update_pos(): # If ball is out of bounds, lose a life and reset ball position
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lives -= 1
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lives_balls.pop()
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ball.reset_pos(paddle) # Reset ball position to the center of the screen
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ball.reset_pos(paddle) # Reset ball position to the center of the paddle
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if paddle.hit(ball):
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ball.y_speed = -ball.y_speed
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ball.y_speed = -abs(ball.y_speed)
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for row in bricks:
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if row.hit(ball):
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ball.y_speed = -ball.y_speed
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