Created
April 30, 2021 13:54
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mainBall = Circle(180, 200, 10, fill='red') | |
l = Label('No hit', 200, 20) | |
padLeft = Rect(5, 180, 5, 40, fill='black') | |
padRight = Rect(390, 180, 5, 40, fill='black') | |
mainBall.speedX = 6 | |
mainBall.speedY = 5 | |
mainBall.currentSpeedX = mainBall.speedX | |
mainBall.currentSpeedY = mainBall.speedY | |
padLeft.speed = 6 | |
padLeft.currentSpeed = 0 | |
padRight.speed = 6 | |
padRight.currentSpeed = 0 | |
################################################## | |
def applyBallCollisionResults(ball, targetX, targetY, hitX, hitY): | |
ball.centerX = targetX | |
ball.centerY = targetY | |
if (hitX): | |
ball.currentSpeedX = -1 * ball.currentSpeedX | |
if (hitY): | |
ball.currentSpeedY = -1 * ball.currentSpeedY | |
################################################## | |
def checkBallPadCollision(ball, pad, targetX, targetY): | |
hitX = False | |
hitY = False | |
if (ball.hitsShape(pad)): | |
if (pad == padLeft and ball.currentSpeedX < 0): | |
hitX = True | |
targetX = pad.right + (ball.radius - targetX + pad.right) | |
elif (pad == padRight and ball.currentSpeedX > 0): | |
hitX = True | |
targetX = pad.left - (targetX + ball.radius - pad.left) | |
if (ball.centerY <= pad.top and ball.currentSpeedY > 0): | |
hitY = True | |
targetY = pad.top - (targetY + ball.radius - pad.top) | |
elif (ball.centerY >= pad.bottom and ball.currentSpeedY < 0): | |
hitY = True | |
targetY = pad.bottom + (ball.radius - targetY + pad.bottom) | |
return targetX, targetY, hitX, hitY | |
################################################## | |
def checkBallAreaCollision(ball, targetX, targetY): | |
hitX = False | |
hitY = False | |
if (ball.currentSpeedX > 0): | |
if (targetX + ball.radius >= 400): | |
hitX = True | |
targetX = 400 - (targetX + ball.radius - 400) | |
elif (ball.currentSpeedX < 0): | |
if (targetX - ball.radius <= 0): | |
hitX = True | |
targetX = -1 * (targetX - ball.radius) | |
if (ball.currentSpeedY > 0): | |
if (targetY + ball.radius >= 400): | |
hitY = True | |
targetY = 400 - (targetY + ball.radius - 400) | |
elif (ball.currentSpeedY < 0): | |
if (targetY - ball.radius <= 0): | |
hitY = True | |
targetY = -1 * (targetY - ball.radius) | |
return targetX, targetY, hitX, hitY | |
################################################## | |
def moveBall(ball): | |
targetX = ball.centerX + ball.currentSpeedX | |
targetY = ball.centerY + ball.currentSpeedY | |
return targetX, targetY | |
################################################## | |
def movePad(pad): | |
target = pad.centerY + pad.currentSpeed | |
if (pad.currentSpeed > 0): | |
if (target + pad.height * 0.5 >= 390): | |
target = 390 - pad.height * 0.5 | |
elif (pad.currentSpeed < 0): | |
if (target - pad.height * 0.5 <= 10): | |
target = 10 + pad.height * 0.5 | |
pad.centerY = target | |
################################################## | |
def onKeyPress(key): | |
if (key == 'w'): | |
padLeft.currentSpeed = -1 * padLeft.speed | |
elif (key == 's'): | |
padLeft.currentSpeed = padLeft.speed | |
if (key == 'up'): | |
padRight.currentSpeed = -1 * padLeft.speed | |
elif (key == 'down'): | |
padRight.currentSpeed = padLeft.speed | |
################################################## | |
def onKeyRelease(key): | |
if (key == 'w' or key == 's'): | |
padLeft.currentSpeed = 0 | |
if (key == 'up' or key == 'down'): | |
padRight.currentSpeed = 0 | |
################################################## | |
def onStep(): | |
mainBallTargetX, mainBallTargetY = moveBall(mainBall) | |
movePad(padLeft) | |
movePad(padRight) | |
mainBallHitResultX = False | |
mainBallHitResultY = False | |
mainBallTargetX, mainBallTargetY, mainBallHitX, mainBallHitY = checkBallPadCollision(mainBall, padLeft, mainBallTargetX, mainBallTargetY) | |
mainBallHitResultX = mainBallHitResultX or mainBallHitX | |
mainBallHitResultY = mainBallHitResultY or mainBallHitY | |
mainBallTargetX, mainBallTargetY, mainBallHitX, mainBallHitY = checkBallPadCollision(mainBall, padRight, mainBallTargetX, mainBallTargetY) | |
mainBallHitResultX = mainBallHitResultX or mainBallHitX | |
mainBallHitResultY = mainBallHitResultY or mainBallHitY | |
mainBallTargetX, mainBallTargetY, mainBallHitX, mainBallHitY = checkBallAreaCollision(mainBall, mainBallTargetX, mainBallTargetY) | |
mainBallHitResultX = mainBallHitResultX or mainBallHitX | |
mainBallHitResultY = mainBallHitResultY or mainBallHitY | |
applyBallCollisionResults(mainBall, mainBallTargetX, mainBallTargetY, mainBallHitResultX, mainBallHitResultY) | |
################################################## |
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