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game_run.py
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import pygame
from brick import Brick
from ball import Ball
from paddle import Paddle
from text import text_to_screen
from gameover import gameover_screen
def game_init():
black = (0, 0, 0)
pygame.init()
run = True
screen_width = 1500
screen_height = 700
screen = pygame.display.set_mode((screen_width, screen_height))
all_sprites_list = pygame.sprite.Group()
bricks_list = pygame.sprite.Group()
for i in range(0, 12):
for j in range(0, 5):
bricks = Brick(100, 25)
bricks.rect.x = (screen_width - 1300) + (i * 100)
bricks.rect.y = (screen_height - 600) + (j * 50)
bricks_list.add(bricks)
all_sprites_list.add(bricks)
paddle_list = pygame.sprite.Group()
paddle = Paddle()
paddle.rect.x = screen_width / 2
paddle.rect.y = screen_height - 20
paddle_list.add(paddle)
all_sprites_list.add(paddle)
ball = Ball(paddle.rect.x + paddle.paddle_width / 2, paddle.rect.y - (paddle.paddle_height + 10))
ball.count = 4
all_sprites_list.add(ball)
clock = pygame.time.Clock()
while run:
screen.fill(black)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
paddle.moveLeft(5)
if paddle.rect.x <= 0:
paddle.rect.x = 0
if keys[pygame.K_RIGHT]:
paddle.moveRight(5)
if paddle.rect.x >= screen_width - paddle.paddle_width:
paddle.rect.x = screen_width - paddle.paddle_width
# ball.update(paddle.rect.x, paddle.rect.y)
if pygame.sprite.spritecollide(ball, bricks_list, True):
if ball.speed > 0:
ball.wall_bounce()
if ball.speed < 0:
ball.wall_bounce()
if pygame.sprite.spritecollide(ball, paddle_list, False):
if ball.speed > 0:
if ball.rect.x + ball.ball_width / 2 < paddle.rect.x + paddle.paddle_width / 2:
ball.left_bounce()
if ball.rect.x + ball.ball_width / 2 == paddle.rect.x + paddle.paddle_width / 2:
ball.wall_bounce()
if ball.rect.x + ball.ball_width / 2 > paddle.rect.x + paddle.paddle_width / 2:
ball.wall_bounce()
if ball.speed < 0:
if ball.rect.x + ball.ball_width / 2 < paddle.rect.x + paddle.paddle_width / 2:
ball.wall_bounce()
if ball.rect.x + ball.ball_width / 2 == paddle.rect.x + paddle.paddle_width / 2:
ball.wall_bounce()
if ball.rect.x + ball.ball_width / 2 > paddle.rect.x + paddle.paddle_width / 2:
ball.right_bounce()
if ball.count == 0:
run = False
gameover_screen()
if not bricks_list:
run = False
gameover_screen()
all_sprites_list.update(paddle.rect.x + paddle.paddle_width / 2, paddle.rect.y - (paddle.paddle_height + 10))
all_sprites_list.draw(screen)
text_to_screen(screen, "Balls left: " + str(ball.count-1), 10, 10)
pygame.display.flip()
clock.tick(120)