This is for Brick Breaker, or Breakout, by the way
def gamePlay(level,speed):
global k,A,play,score,life,gameLevel,gameSpeed
gameSpeed = speed
gameLevel = level
x = random.randrange(0,800)
y = 200
xpaddle = 400
ypaddle = 565
f = 0
f1 = 0
while True:
gameDisplay.fill(black)
gameData(score,life,level)
for event in pygame.event.get():
if event.type == pygame.QUIT:
GameOver()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:#paddle move left
xpaddle-=100
if xpaddle < 0:
xpaddle+=100
if event.key == pygame.K_RIGHT:#paddle move right
xpaddle+=100
if xpaddle > 700:
xpaddle-=100
if event.key == pygame.K_p:#pause
paused()
global pause
pause = True
this is the paddle physics^
pygame.draw.circle(gameDisplay,green,(x,y),10)
this is the actual ball that you hit around^
pygame.draw.rect(gameDisplay,red,(xpaddle,ypaddle,100,10))
global paddle
paddle = pygame.draw.rect(gameDisplay,red,(xpaddle,ypaddle,100,10))
pygame.display.update()
global ball
ball = pygame.draw.circle(gameDisplay,green,(x,y),10)
if ball.collidelist([paddle]) > -1:
gameSpeed = -gameSpeed
this is how I THOUGHT the "collision reflector" would have worked^