generated from mwc/project_game
Implemented ball-paddle collision.
I decided to have the ball check for collision with the paddle instead of having the paddle check for collision with the ball. Either way could work, but it seemed easier to have the ball do the checking since the ball will need to respond with a change in velocity anyway.
This commit is contained in:
15
ball.py
15
ball.py
@@ -1,6 +1,7 @@
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# ball.py
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class Ball:
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character = "O"
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name = "ball"
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def __init__(self, position):
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self.position = position
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@@ -16,5 +17,17 @@ class Ball:
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self.velocity = (-vx, vy)
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elif new_y < 0 or board_y <= new_y:
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self.velocity = (vx, -vy)
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elif self.check_for_collision_with_paddle((new_x, new_y), game):
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self.velocity = (vx, -vy)
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else:
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self.position = (new_x, new_y)
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self.position = (new_x, new_y)
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def check_for_collision_with_paddle(self, position, game):
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"""Checks whether the given position collides with a piece of the paddle.
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We pass a position rather than using self.position so that we can check
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potential future positions.
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"""
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for agent in game.get_agents_by_position()[position]:
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if not isinstance(agent, Ball):
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return True
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@@ -15,11 +15,6 @@ class Paddle:
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def play_turn(self, game):
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if not self.pieces:
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self.create_pieces(game)
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check_collision()
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def check_collision:
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x, y = self.position
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print (retro.game.Game.get_agent_by_name(ball))
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def handle_keystroke(self, keystroke, game):
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x, y = self.position
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