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pong_game.py
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pong_game.py
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# Implementation of classic arcade game Pong
try:
import simplegui
except ImportError:
import SimpleGUICS2Pygame.simpleguics2pygame as simplegui
import random
# initialize globals - pos and vel encode vertical info for paddles
width = 600
half_width = width / 2
height = 400
half_height = height / 2
ball_radius = 20
pad_width = 8
pad_height = 80
LEFT = False
RIGHT = True
#paddles
paddle1_pos = height / 2.5
paddle2_pos = height / 2.5
paddle1_vel = 0
paddle2_vel = 0
paddle_vel = 5
# initialize ball_pos and ball_vel for new bal in middle of table
ball_pos = [half_width, half_height]
ball_vel = [0,1]
# if direction is RIGHT, the ball's velocity is upper right, else upper left
def spawn_ball(direction):
global ball_pos, ball_vel # these are vectors stored as lists
ball_pos = [half_width, half_height]
ball_vel[0] = random.randrange(140,220) / 100
if direction == True:
ball_vel[0] *= -1
ball_vel[1] = -random.randrange(70, 200) / 100
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos # these are numbers
global score1, score2 # these are ints
score1 = 0
score2 = 0
spawn_ball(0)
paddle1_pos = height / 2.5
paddle2_pos = height / 2.5
def draw(c):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel
# draw mid line and gutters
c.draw_line([half_width, 0],[half_width, height], 1, "red")
c.draw_line([pad_width, 0],[pad_width, height], 1, "red")
c.draw_line([width - pad_width, 0],[width - pad_width, height], 1, "red")
# update ball
ball_pos[0] += ball_vel[0]
ball_pos[1] += ball_vel[1]
if ball_pos[0] <= (ball_radius + pad_width) or ball_pos[0] >= (width - pad_width - ball_radius):
ball_vel[0] *= -1
if (ball_pos[0] > half_width):
if (ball_pos[1] < paddle2_pos or ball_pos[1] > paddle2_pos + pad_height):
score1 += 1
spawn_ball(LEFT)
else: ball_vel[0] += .1 * ball_vel[0]
if (ball_pos[0] < half_width):
if (ball_pos[1] < paddle1_pos or ball_pos[1] > paddle1_pos + pad_height ):
score2 += 1
spawn_ball(RIGHT)
else: ball_vel[0] += .1 * ball_vel[0]
if ball_pos[1] <= ball_radius or ball_pos[1] >= (height - ball_radius):
ball_vel[1] *= -1
# draw ball
c.draw_circle(ball_pos, ball_radius, 2, "red", "blue")
# update paddle's vertical position, keep paddle on the screen
global paddle1_vel, paddle2_vel
if (paddle1_pos <= height - pad_height and paddle1_vel > 0) :
paddle1_pos += paddle1_vel
elif (paddle1_pos >= 0 and paddle1_vel < 0) :
paddle1_pos += paddle1_vel
elif (paddle2_pos <= height - pad_height and paddle2_vel > 0) :
paddle2_pos += paddle2_vel
elif (paddle2_pos >= 0 and paddle2_vel < 0) :
paddle2_pos += paddle2_vel
# draw paddles
c.draw_polygon([[0, paddle1_pos], [pad_width, paddle1_pos],[pad_width, (paddle1_pos) + pad_height ],[0, (paddle1_pos) + pad_height]],1, "white", "white")
c.draw_polygon([[width, paddle2_pos], [width - pad_width, paddle2_pos], [width - pad_width, paddle2_pos + pad_height], [width, paddle2_pos + pad_height]],1, "white", "white")
# draw scores
c.draw_text(str(score1), [225, 100], 60, "green")
c.draw_text(str(score2), [350, 100], 60, "green")
def keydown(key):
global paddle1_vel, paddle2_vel, paddle_vel
#player1
if key == simplegui.KEY_MAP["w"]:
paddle1_vel = -paddle_vel
elif key == simplegui.KEY_MAP["s"]:
paddle1_vel = paddle_vel
#player2
if key == simplegui.KEY_MAP["down"]:
paddle2_vel = paddle_vel
elif key == simplegui.KEY_MAP["up"]:
paddle2_vel = -paddle_vel
def keyup(key):
global paddle1_vel, paddle2_vel, paddle_vel
#player1
if key == simplegui.KEY_MAP["w"]:
paddle1_vel = 0
elif key == simplegui.KEY_MAP["s"]:
paddle1_vel = 0
#player2
if key == simplegui.KEY_MAP["down"]:
paddle2_vel = 0
elif key == simplegui.KEY_MAP["up"]:
paddle2_vel = 0
# create frame
frame = simplegui.create_frame("Pooooong", width, height)
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
frame.add_button("Restart", new_game, 200)
# start frame
new_game()
frame.start()