I made it by referring to https://m.blog.naver.com/cheonwb/222156028857 but there is an error.
Traceback (most recent call last):
File "/Users/user/Desktop/BrickBreak.py", line 9, in <module>
class Block:
File "/Users/user/Desktop/BrickBreak.py", line 59, in Block
PADDLE = Block((242, 242, 0), Rect(300, 700, 100, 30))
NameError: name 'Block' is not defined
Full code
#Break blocks
import sys
import math
import random
import pygame
from pygame.locals import QUIT, KEYDOWN, K_LEFT, K_RIGHT, Rect
class Block:
""" Block, Ball, Paddle Object ""
def __init__(self, col, rect, speed=0):
self.col = col
self.rect = rect
self.speed = speed
self.dir = random.randint(-45, 45) + 270
def move(self):
""" "Move the ball """"
self.rect.centerx += math.cos(math.radians(self.dir))* self.speed
self.rect.centery -= math.sin(math.radians(self.dir))* self.speed
def draw(self):
""" Draw blocks, balls, and paddles """
if self.speed == 0:
pygame.draw.rect(SURFACE, self.col, self.rect)
else:
pygame.draw.ellipse(SURFACE, self.col, self.rect)
def tick():
""" Processing by frame """
global BLOCKS
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_LEFT:
PADDLE.rect.centerx -= 10
elif event.key == K_RIGHT:
PADDLE.rect.centerx += 10
if BALL.rect.centery < 1000:
BALL.move()
# Collision with the block?
prevlen = len(BLOCKS)
BLOCKS = [x for x in BLOCKS if not x.rect.colliderect(BALL.rect)]
if len(BLOCKS) != prevlen:
BALL.dir *= -1
# Clash with the paddles?
if PADDLE.rect.colliderect(BALL.rect):
BALL.dir = 90 + (PADDLE.rect.centerx - BALL.rect.centerx) / PADDLE.rect.width * 80
# Collision with the wall?
if BALL.rect.centerx < 0 or BALL.rect.centerx > 600:
BALL.dir = 180 - BALL.dir
if BALL.rect.centery < 0:
BALL.dir = -BALL.dir
BALL.speed = 15
pygame.init()
pygame.key.set_repeat(5, 5)
SURFACE = pygame.display.set_mode((600, 800))
FPSCLOCK = pygame.time.Clock()
BLOCKS = []
PADDLE = Block((242, 242, 0), Rect(300, 700, 100, 30))
BALL = Block((242, 242, 0), Rect(300, 400, 20, 20), 10)
def main():
""" Main routine ""
myfont = pygame.font.SysFont(None, 80)
mess_clear = myfont.render("Cleared!", True, (255, 255, 0))
mess_over = myfont.render("Game Over!", True, (255, 255, 0))
fps = 30
colors = [(255, 0, 0), (255, 165, 0), (242, 242, 0), (0, 128, 0), (128, 0, 128), (0,0, 250)]
for ypos, color in enumerate(colors, start = 0):
for xpos in range(0, 5):
BLOCKS.append(Block(color,Rect(xpos * 100 + 60, ypos * 50 + 40, 80, 30)))
while True:
tick()
SURFACE.fill(0,0,0)) # Background Color
BALL.draw()
PADDLE.draw()
for block in BLOCKS:
block.draw()
if len(BLOCKS) == 0:
SURFACE.blit(mess_clear, (200, 400))
if BALL.rect.centery > 800 and len(BLOCKS) > 0:
SURFACE.blit(mess_over, (150, 400))
pygame.display.update()
FPSCLOCK.tick(fps)
if __name__ == '__main__':
main()
The problem occurs because the part from the pygame.init()
line to the
if__name__
is included in the Block
class definition.
Reduce the indentation of the area by one level.
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