Add Ball class and integrate with Game and Player classes; update Player size and fix Velocity attributes

This commit is contained in:
2026-06-22 18:17:36 +02:00
parent ddc14c8169
commit ee0ea0206b
4 changed files with 68 additions and 3 deletions
+60
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@@ -0,0 +1,60 @@
import pygame
import random
import math
from typing import Tuple
from entity import Entity
from screen import Screen
from player import Player
class Ball(Entity):
def __init__(self, screen_manager: Screen, player:Player):
self.player = player
self.size = 30
color_ball = (255, 200, 200, 255)
image:pygame.Surface = pygame.Surface((self.size, self.size), pygame.SRCALPHA)
pygame.draw.circle(image, color_ball, (round(self.size / 2), round(self.size / 2)), self.size / 2)
origin: Tuple[int, int] = (round(screen_manager.get_screen().get_size()[0] / 2) - round(self.size / 2), round(screen_manager.get_screen().get_size()[1] / 2) - round(self.size / 2))
super().__init__("Ball", origin, image, screen_manager)
self.speed: int = 25
self.friction.x = 1 # le vrai speed est la différence entre friction.x et speed
self.velocity.max = 4 ** 2 # Mettre au carré pour économiser des calcules plus tard (sur la normalisation du mouvement)
self.velocity.min = 2
def draw(self):
self.screen.blit(self.image, (self.pos.x, self.pos.y))
def speed_up(self):
self.velocity.x += .5
self.velocity.y += .5
def move(self, deltatime: float):
if (self.velocity.x == 0 and self.velocity.y == 0): # si la balle est a l'arret lui donner un mouvement aléatoire
self.velocity.x = random.randint(1, int(self.velocity.max))
self.velocity.y = random.randint(1, int(self.velocity.max))
norm: float = self.velocity.x ** 2 + self.velocity.y ** 2 # norme du vecteur mouvement
scale: float = 1
if (norm > self.velocity.max):
scale = math.sqrt(self.velocity.max / norm)
elif(norm < self.velocity.min):
scale = math.sqrt(self.velocity.min / norm)
self.velocity.x *= scale
self.velocity.y *= scale
if (self.pos.x < 0 or (self.pos.x + round(self.size / 2)) > self.screen.get_size()[0]): self.velocity.x = -self.velocity.x # Collision avec le mur
if ((self.pos.y + self.size / 2) >= self.player.pos.y - self.player.size[1] and self.pos.y <= self.player.pos.y):
if (self.pos.x + self.size >= self.player.pos.x and self.pos.x - self.size <= self.player.pos.x + self.player.size[0]):
self.velocity.y = -self.velocity.y
self.speed_up()
self.pos.x += round(self.velocity.x)
self.pos.y += round(self.velocity.y)
+2 -1
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@@ -13,7 +13,8 @@ class Pos:
class Velocity:
x: float
y: float
max: float = 50
max: float = 50.0
min: float = 0.0
@dataclass
class Friction: # les forces de frottement
+5 -1
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@@ -1,6 +1,7 @@
import pygame
from screen import Screen
from player import Player
from ball import Ball
class Game:
def __init__(self):
@@ -12,7 +13,8 @@ class Game:
self.running = True
self.player = Player(self.screen_manager)
self.player: Player = Player(self.screen_manager)
self.ball: Ball = Ball(self.screen_manager, self.player)
def run(self):
while (self.running):
@@ -27,5 +29,7 @@ class Game:
dt: float = dt_ms / 1000.0
self.player.move(dt)
self.ball.move(dt)
self.player.draw()
self.ball.draw()
pygame.display.flip()
+1 -1
View File
@@ -5,7 +5,7 @@ from screen import Screen
class Player(Entity):
def __init__(self, screen_manager: Screen):
self.size = (150, 5)
self.size = (150, 15)
color_player = (255, 255, 255, 255)
image:pygame.Surface = pygame.Surface(self.size)