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bounce.py
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#bounce logic for atary.py
import time
import random
import pygame
pygame.init()
window_width = 600
window_height = 600
window = pygame.display.set_mode((window_width, window_height))
pygame.display.set_caption('Bouncing...')
clock = pygame.time.Clock()
yellow = (220, 255, 10)
black = (0, 0, 0)
ballx = 0
bally = 500
ballxchange = 0
ballychange = 0
oldballx = 0
oldbally = 0
speed = 50
nevertrue = False
game_over = False
ballxchange = random.randint(1, 10)
ballychange = random.randint(-10, -1)
print(ballxchange, ballychange)
while not game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_over = True
elif event.type == pygame.KEYDOWN:
print("key down")
if event.key == pygame.K_SPACE:
ballxchange = 0
ballychange = 0
window.fill(black)
oldballx = ballx
oldbally = bally
ballx += ballxchange
bally += ballychange
if bally <= 10 or bally >= window_height-10:
ballychange = -ballychange
if nevertrue == True:
num = random.randint(1,2)
if num == 1:
ballychange = -ballychange
else:
ballychange = int((-ballychange) * random.uniform(0.6, 3))
if ballychange > 15:
ballychange = int(ballychange/3)
elif ballx <= 0 or ballx >= window_width-10:
ballxchange = -ballxchange
if nevertrue == True:
num = random.randint(1,2)
if num == 1:
ballxchange = -ballxchange
else:
ballxchange = int((-ballxchange) * random.uniform(0.6, 3))
if ballxchange > 15:
ballxchange = int(ballxchange/3)
pygame.draw.circle(window, yellow, (ballx, bally), 10)
pygame.display.update()
clock.tick(speed)