I'm following Python 4 kids and in it we create a simple paddleball game. I previously was able to get the ball to bounce off the walls, but now at the end of the chapter it no longer works. I don't see any errors in the terminal either when I run the file.
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from tkinter import *
import random
import time
class Ball:
def __init__(self, canvas, paddle, color):
self.canvas = canvas
self.paddle = paddle
self.id = canvas.create_oval(10, 10, 25, 25, fill=color)
self.canvas.move(self.id, 245, 100)
starts = [-3, -2, -1, 1, 2, 3]
self.x = random.choice(starts)
self.y = -1
self.canvas_height = self.canvas.winfo_height()
self.canvas_width = self.canvas.winfo_width()
self.hit_bottom = False
def hit_paddle(self, pos):
paddle_pos = self.canvas.coords(self.paddle.id)
if pos[2] >= paddle_pos[0] and pos[0] <= paddle_pos[2]:
if pos[3] >= paddle_pos[1] and pos[3] <= paddle_pos[3]:
return True
return False
def draw(self):
self.canvas.move(self.id, self.x, self.y)
pos = self.canvas.coords(self.id)
if pos[1] <= 0:
self.y = self.y * -1
if pos[3] >= self.canvas_height:
self.hit_bottom = True
if self.hit_paddle(pos) == True:
self.y = self.y * -1
if pos[0] <= 0 or pos[2] >= self.canvas_width:
self.y = self.y * -1
class Paddle:
def __init__(self, canvas, color):
self.canvas = canvas
self.id = canvas.create_rectangle(0, 0, 100, 10, fill=color)
self.canvas.move(self.id, 200, 300)
self.x = 0
self.canvas_width = self.canvas.winfo_width()
self.canvas.bind_all('<KeyPress-Left>', self.turn_left)
self.canvas.bind_all('<KeyPress-Right>', self.turn_right)
def draw(self):
self.canvas.move(self.id, self.x, 0)
pos = self.canvas.coords(self.id)
if pos[0] <= 0 or pos[2] >= self.canvas_width:
self.x = 0
def turn_left(self, evt):
self.x = -2
def turn_right(self, evt):
self.y = 2
tk = Tk()
tk.title('Bounce Game')
tk.resizable(0, 0)
tk.wm_attributes('-topmost', 1)
canvas = Canvas(tk, width=500, height=400, bd=0, highlightthickness=0)
canvas.pack()
tk.update()
paddle = Paddle(canvas, 'blue')
ball = Ball(canvas, paddle, 'red' )
while True:
if ball.hit_bottom == False:
ball.draw()
paddle.draw()
tk.update_idletasks()
tk.update()
time.sleep(0.01)
tk.mainloop()
`
The ball should bounce off the walls and the paddle.
CodePudding user response:
its just an oversight in which coordinate you need to reverse.
The problem lies in the draw function in the ball class
def draw(self):
self.canvas.move(self.id, self.x, self.y)
pos = self.canvas.coords(self.id)
if pos[1] <= 0:
self.y = self.y * -1
if pos[3] >= self.canvas_height:
self.hit_bottom = True
if self.hit_paddle(pos) == True:
self.y = self.y * -1
if pos[0] <= 0 or pos[2] >= self.canvas_width:
self.y = self.y * -1
In the last if statement you say that if the ball has reached the left or right boundary of the screen, then we want to reverse the y coordinate. What you actually want to do is reverse the x coordinate!
The fix is simply changing...
if pos[0] <= 0 or pos[2] >= self.canvas_width:
self.y = self.y * -1
to...
if pos[0] <= 0 or pos[2] >= self.canvas_width:
self.x = self.x * -1
And some additional changes for your code to be more readable could be
def draw(self):
self.canvas.move(self.id, self.x, self.y)
pos = self.canvas.coords(self.id)
if pos[1] <= 0 or self.hit_paddle(pos):
self.y = -self.y
if pos[3] >= self.canvas_height:
self.hit_bottom = True
if pos[0] <= 0 or pos[2] >= self.canvas_width:
self.x = -self.x
CodePudding user response:
Maybe the turn_right method should be self.x = 2