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@@ -1,6 +1,7 @@
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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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# Initialisation de Pygame
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pygame.init()
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@@ -17,125 +18,213 @@ 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")
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pygame.display.set_caption("Casse-Brique Auto-Play")
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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 # position horizontale centrée
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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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ball_x = SCREEN_WIDTH / 2
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ball_y = SCREEN_HEIGHT / 2
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# La balle part dans une direction aléatoire horizontalement
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ball_speed_x = 9 * random.choice([-1, 1])
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ball_speed_y = -9
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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 sous forme de 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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# Calcul des coordonnées de la brique
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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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# On soustrait un peu de largeur pour le padding entre les briques
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brick_rect = pygame.Rect(brick_x, brick_y, BRICK_WIDTH - brick_padding * 2, BRICK_HEIGHT)
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brick_row.append(brick_rect)
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bricks.append(brick_row)
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# Horloge pour contrôler le taux de rafraîchissement (FPS)
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clock = pygame.time.Clock()
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FPS = 100
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# Boucle principale du jeu
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running = True
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while running:
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clock.tick(FPS)
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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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# Gestion des événements (fermeture de la fenêtre, etc.)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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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(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 3))
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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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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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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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pygame.display.flip()
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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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'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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# 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(brick_x, brick_y, BRICK_WIDTH - brick_padding * 2, BRICK_HEIGHT)
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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 ball['x'] - ball['radius'] <= 0 or ball['x'] + ball['radius'] >= SCREEN_WIDTH:
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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(ball['x'] - ball['radius'], ball['y'] - ball['radius'],
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ball['radius'] * 2, ball['radius'] * 2)
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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)) / (PADDLE_WIDTH / 2)
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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'] = balls[j]['speed_x'], balls[i]['speed_x']
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balls[i]['speed_y'], balls[j]['speed_y'] = balls[j]['speed_y'], balls[i]['speed_y']
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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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# Gestion du mouvement de la raquette avec les touches fléchées gauche et droite
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT] and paddle_x > 0:
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paddle_x -= paddle_speed
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if keys[pygame.K_RIGHT] and paddle_x < SCREEN_WIDTH - PADDLE_WIDTH:
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paddle_x += paddle_speed
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# Dessiner la raquette
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pygame.draw.rect(screen, BLUE, paddle_rect)
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# Mise à jour de la position de la balle
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ball_x += ball_speed_x
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ball_y += ball_speed_y
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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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# Gestion des collisions avec les murs latéraux
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if ball_x - ball_radius <= 0 or ball_x + ball_radius >= SCREEN_WIDTH:
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ball_speed_x *= -1
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# Dessiner les balles
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for ball in balls:
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pygame.draw.circle(screen, WHITE, (int(ball['x']), int(ball['y'])), ball['radius'])
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# Collision avec le haut de la fenêtre
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if ball_y - ball_radius <= 0:
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ball_speed_y *= -1
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pygame.display.flip()
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# Création des rectangles pour la raquette et la balle (pour la détection des collisions)
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paddle_rect = pygame.Rect(paddle_x, paddle_y, PADDLE_WIDTH, PADDLE_HEIGHT)
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ball_rect = pygame.Rect(ball_x - ball_radius, ball_y - ball_radius, ball_radius * 2, ball_radius * 2)
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pygame.quit()
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sys.exit()
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# Collision entre la balle et la raquette
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if ball_rect.colliderect(paddle_rect) and ball_speed_y > 0:
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ball_speed_y *= -1
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# Ajustement de la direction de la balle en fonction de l'endroit où elle touche la raquette
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offset = (ball_x - (paddle_x + PADDLE_WIDTH / 2)) / (PADDLE_WIDTH / 2)
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ball_speed_x = 4 * offset
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# Gestion des collisions avec 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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# Inverser la direction verticale de la balle lors d'une collision avec une brique
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ball_speed_y *= -1
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break
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if hit_brick:
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# Supprimer la brique touchée en la remplaçant par None
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row[row.index(hit_brick)] = None
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break
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# Vérification si la balle sort de l'écran (cas de défaite)
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if ball_y - ball_radius > SCREEN_HEIGHT:
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print("Game Over!")
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running = False
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# Dessin de la scène
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screen.fill(BLACK)
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# Dessiner la balle
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pygame.draw.circle(screen, WHITE, (int(ball_x), int(ball_y)), ball_radius)
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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 restantes
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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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# Actualiser l'affichage
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pygame.display.flip()
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# Fermeture de Pygame et du programme
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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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0
casse-brique/pygame.py
Normal file
0
casse-brique/pygame.py
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