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urgent commit
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@@ -1,255 +1,55 @@
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import pygame
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import sys
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import random
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import math
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import sys, pygame
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import bouton
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import constantes
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import pygame.freetype
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import jeu, highscore
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# Initialisation de Pygame
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pygame.init()
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# Définition des dimensions de la fenêtre
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SCREEN_WIDTH = 1080
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SCREEN_HEIGHT = 720
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def affiche_menu(ecran):
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b1.affiche(ecran)
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b2.affiche(ecran)
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b3.affiche(ecran)
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return 0
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# Définition des couleurs (R, G, B)
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BLACK = (0, 0, 0)
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WHITE = (255, 255, 255)
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BLUE = (0, 0, 255)
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RED = (255, 0, 0)
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# Création de la fenêtre de jeu
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption("Casse-Brique Auto-Play")
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pygame.init() # initialisation des modules de pygame
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# Creation de la fenetre
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ecran = pygame.display.set_mode((constantes.LARGEUR_ECRAN, constantes.HAUTEUR_ECRAN))
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ecran.fill(constantes.BLANC)
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pygame.display.set_caption("Casse Brique")
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clock = pygame.time.Clock()
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FPS = 100
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b1 = bouton.Bouton((100, 100, 400, 100), "Jouer", (255, 0, 0))
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b2 = bouton.Bouton((100, 300, 400, 100), "Highscore", (255, 0, 0))
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b3 = bouton.Bouton((100, 500, 400, 100), "Quitter", (255, 0, 0))
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hs1 = highscore.Highscore()
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j1 = jeu.Jeu()
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etat = 0
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# Fonction d'affichage du menu de démarrage
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def show_menu():
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menu_running = True
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title_font = pygame.font.SysFont("Arial", 72)
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button_font = pygame.font.SysFont("Arial", 36)
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button_width = 200
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button_height = 50
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button_rect = pygame.Rect(0, 0, button_width, button_height)
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button_rect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2)
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while menu_running:
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clock.tick(FPS)
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screen.fill(BLACK)
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# Affichage du titre
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title_surface = title_font.render("Casse-Brique", True, WHITE)
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title_rect = title_surface.get_rect(
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center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 3)
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)
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screen.blit(title_surface, title_rect)
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# Dessiner le bouton "Jouer"
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pygame.draw.rect(screen, BLUE, button_rect)
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button_text = button_font.render("Jouer", True, WHITE)
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button_text_rect = button_text.get_rect(center=button_rect.center)
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screen.blit(button_text, button_text_rect)
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# Gestion des événements du menu
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while True: # Demarrage de la boucle infinie
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if etat == 0:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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if event.type == pygame.QUIT: # Evt de sortie de boucle
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sys.exit()
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# Détection d'un clic sur le bouton "Jouer"
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if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
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if button_rect.collidepoint(event.pos):
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menu_running = False
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elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
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if b1.zone_cliquable.collidepoint(event.pos):
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etat = 1
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elif b2.zone_cliquable.collidepoint(event.pos):
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etat = 2
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elif b3.zone_cliquable.collidepoint(event.pos):
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sys.exit()
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pygame.display.flip()
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ecran.fill(constantes.BLANC)
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if etat == 0:
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etat = affiche_menu(ecran)
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elif etat == 1:
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etat = j1.gereJeu(ecran)
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elif etat == 2:
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etat = hs1.gereHighScore(ecran)
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# Fonction principale du jeu
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def game_loop():
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# Paramètres de la raquette
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PADDLE_WIDTH = 100
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PADDLE_HEIGHT = 15
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paddle_x = (SCREEN_WIDTH - PADDLE_WIDTH) / 2 # centré horizontalement
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paddle_y = SCREEN_HEIGHT - PADDLE_HEIGHT - 10 # position verticale en bas
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paddle_speed = 7
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# Paramètres de la balle
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ball_radius = 10
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# Liste de balles (initialement une seule)
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balls = [
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{
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"x": SCREEN_WIDTH / 2,
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"y": SCREEN_HEIGHT / 2,
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"radius": ball_radius,
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"speed_x": 9 * random.choice([-1, 1]),
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"speed_y": -9,
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}
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]
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# Paramètres des briques
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BRICK_ROWS = 5 # nombre de lignes de briques
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BRICK_COLUMNS = 10 # nombre de colonnes de briques
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BRICK_WIDTH = SCREEN_WIDTH // BRICK_COLUMNS
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BRICK_HEIGHT = 20
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brick_padding = 5
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# Création de la grille de briques (liste de listes)
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bricks = []
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for row in range(BRICK_ROWS):
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brick_row = []
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for col in range(BRICK_COLUMNS):
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brick_x = col * BRICK_WIDTH + brick_padding
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brick_y = row * (BRICK_HEIGHT + brick_padding) + brick_padding
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brick_rect = pygame.Rect(
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brick_x, brick_y, BRICK_WIDTH - brick_padding * 2, BRICK_HEIGHT
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)
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brick_row.append(brick_rect)
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bricks.append(brick_row)
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running = True
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while running:
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clock.tick(FPS)
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screen.fill(BLACK)
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# Gestion des événements
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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# --- Déplacement automatique de la raquette ---
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# On cherche une balle qui descend (speed_y > 0), sinon on prend la première balle
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target_ball = None
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for ball in balls:
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if ball["speed_y"] > 0:
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target_ball = ball
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break
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if target_ball is None:
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target_ball = balls[0]
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# Calcul du centre de la raquette
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paddle_center = paddle_x + PADDLE_WIDTH / 2
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# Si le centre est trop à gauche ou à droite de la balle cible, on déplace la raquette
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if paddle_center < target_ball["x"] - 5:
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paddle_x += paddle_speed
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elif paddle_center > target_ball["x"] + 5:
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paddle_x -= paddle_speed
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# Limiter la raquette à l'intérieur de l'écran
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paddle_x = max(0, min(paddle_x, SCREEN_WIDTH - PADDLE_WIDTH))
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# Création du rectangle de la raquette pour la collision
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paddle_rect = pygame.Rect(paddle_x, paddle_y, PADDLE_WIDTH, PADDLE_HEIGHT)
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# Liste pour stocker les nouvelles balles créées lors des collisions avec la raquette
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nouvelles_balles = []
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# Mise à jour de la position des balles
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for ball in balls:
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ball["x"] += ball["speed_x"]
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ball["y"] += ball["speed_y"]
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# Collision avec les murs latéraux
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if (
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ball["x"] - ball["radius"] <= 0
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or ball["x"] + ball["radius"] >= SCREEN_WIDTH
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):
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ball["speed_x"] *= -1
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# Collision avec le haut de l'écran
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if ball["y"] - ball["radius"] <= 0:
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ball["speed_y"] *= -1
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# Création du rectangle de la balle pour la détection des collisions
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ball_rect = pygame.Rect(
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ball["x"] - ball["radius"],
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ball["y"] - ball["radius"],
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ball["radius"] * 2,
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ball["radius"] * 2,
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)
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# Collision entre la balle et la raquette (uniquement si la balle descend)
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if ball_rect.colliderect(paddle_rect) and ball["speed_y"] > 0:
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ball["speed_y"] *= -1 # Inversion de la vitesse verticale
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offset = (ball["x"] - (paddle_x + PADDLE_WIDTH / 2)) / (
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PADDLE_WIDTH / 2
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)
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ball["speed_x"] = 4 * offset
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# Création d'une nouvelle balle lors de la collision
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new_ball = ball.copy()
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new_ball["speed_x"] *= -1
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new_ball["speed_x"] += random.choice([-1, 1])
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nouvelles_balles.append(new_ball)
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# Collision entre la balle et les briques
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hit_brick = None
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for row in bricks:
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for brick in row:
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if brick and ball_rect.colliderect(brick):
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hit_brick = brick
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ball["speed_y"] *= -1 # Inversion de la vitesse verticale
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break
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if hit_brick:
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row[row.index(hit_brick)] = None
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break
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# Ajout des nouvelles balles générées
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balls.extend(nouvelles_balles)
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# Gestion des collisions entre balles
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for i in range(len(balls)):
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for j in range(i + 1, len(balls)):
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dx = balls[i]["x"] - balls[j]["x"]
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dy = balls[i]["y"] - balls[j]["y"]
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distance = math.sqrt(dx * dx + dy * dy)
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if distance < balls[i]["radius"] + balls[j]["radius"]:
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# Échange des vitesses pour simuler une collision élastique
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balls[i]["speed_x"], balls[j]["speed_x"] = (
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balls[j]["speed_x"],
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balls[i]["speed_x"],
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)
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balls[i]["speed_y"], balls[j]["speed_y"] = (
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balls[j]["speed_y"],
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balls[i]["speed_y"],
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)
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# Ajustement des positions pour éviter la superposition
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overlap = balls[i]["radius"] + balls[j]["radius"] - distance
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if distance != 0:
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nx = dx / distance
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ny = dy / distance
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else:
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nx, ny = 1, 0
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balls[i]["x"] += nx * overlap / 2
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balls[i]["y"] += ny * overlap / 2
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balls[j]["x"] -= nx * overlap / 2
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balls[j]["y"] -= ny * overlap / 2
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# Suppression des balles qui sortent par le bas de l'écran
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balls = [ball for ball in balls if ball["y"] - ball["radius"] <= SCREEN_HEIGHT]
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if not balls:
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print("Game Over!")
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running = False
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# Dessiner la raquette
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pygame.draw.rect(screen, BLUE, paddle_rect)
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# Dessiner les briques
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for row in bricks:
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for brick in row:
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if brick:
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pygame.draw.rect(screen, RED, brick)
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# Dessiner les balles
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for ball in balls:
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pygame.draw.circle(
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screen, WHITE, (int(ball["x"]), int(ball["y"])), ball["radius"]
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)
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pygame.display.flip()
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pygame.quit()
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sys.exit()
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# Programme principal
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if __name__ == "__main__":
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show_menu() # Afficher le menu de démarrage
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game_loop() # Lancer le jeu
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pygame.display.update() # rafraichissement
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clock.tick(60)
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