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Pong.py
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# REQUIREMENT - Pygame - https://pypi.python.org/pypi/SimpleGUICS2Pygame
# 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
HEIGHT = 400
BALL_RADIUS = 20
PAD_WIDTH = 8
PAD_HEIGHT = 80
HALF_PAD_WIDTH = PAD_WIDTH / 2
HALF_PAD_HEIGHT = PAD_HEIGHT / 2
#LEFT = False
#RIGHT = True
# Initialize ball_pos and ball_vel for new ball in middle of table
# If direction is RIGHT, the ball's velocity is upper right, else upper left
def spawn_ball(direction):
global ball_pos, ball_vel
ball_pos = [WIDTH / 2, HEIGHT / 2]
ball_vel = [(random.randrange(120, 240)) / 60, (random.randrange(60, 180)) / 60]
if direction == "LEFT":
ball_vel = [-ball_vel[0], -ball_vel[1]]
elif direction == "RIGHT":
ball_vel = [ball_vel[0], -ball_vel[1]]
# Define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel # these are numbers
global score1, score2 # these are ints
score1 = 0
score2 = 0
paddle1_pos = HEIGHT / 2
paddle2_pos = HEIGHT / 2
paddle1_vel = 0
paddle2_vel = 0
spawn_ball(random.choice(["RIGHT","LEFT"]))
#spawn_ball(a)
def draw(canvas):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel
# Draw mid line and gutters
canvas.draw_line([WIDTH / 2, 0],[WIDTH / 2, HEIGHT], 1, "White")
canvas.draw_line([PAD_WIDTH, 0],[PAD_WIDTH, HEIGHT], 1, "White")
canvas.draw_line([WIDTH - PAD_WIDTH, 0],[WIDTH - PAD_WIDTH, HEIGHT], 1, "White")
# Update ball
ball_pos[0] += ball_vel[0]
ball_pos[1] += ball_vel[1]
if ball_pos[1] <= BALL_RADIUS:
ball_vel[1] = - ball_vel[1]
elif ball_pos[1] >= HEIGHT - BALL_RADIUS:
ball_vel[1] = - ball_vel[1]
# Draw ball
canvas.draw_circle(ball_pos, BALL_RADIUS, 1, "White", "White")
# Update paddle's vertical position, keep paddle on the screen
if paddle1_pos + paddle1_vel >= HALF_PAD_HEIGHT and paddle1_pos + paddle1_vel <= HEIGHT - HALF_PAD_HEIGHT:
paddle1_pos += paddle1_vel
if paddle2_pos + paddle2_vel >= HALF_PAD_HEIGHT and paddle2_pos + paddle2_vel <= HEIGHT - HALF_PAD_HEIGHT:
paddle2_pos += paddle2_vel
# Draw paddles
canvas.draw_polygon([[0, paddle1_pos - HALF_PAD_HEIGHT],
[0, paddle1_pos + HALF_PAD_HEIGHT],
[PAD_WIDTH, paddle1_pos + HALF_PAD_HEIGHT],
[PAD_WIDTH, paddle1_pos - HALF_PAD_HEIGHT]],
1, 'Red', 'Red')
canvas.draw_polygon([[WIDTH - PAD_WIDTH, paddle2_pos - HALF_PAD_HEIGHT],
[WIDTH - PAD_WIDTH, paddle2_pos + HALF_PAD_HEIGHT],
[WIDTH, paddle2_pos + HALF_PAD_HEIGHT],
[WIDTH, paddle2_pos - HALF_PAD_HEIGHT]],
1, 'Red', 'Red')
# Determine whether paddle and ball collide
if (ball_pos[0] <= PAD_WIDTH + BALL_RADIUS):
if ball_pos[1] > paddle1_pos - HALF_PAD_HEIGHT and ball_pos[1] < paddle1_pos + HALF_PAD_HEIGHT:
ball_vel[0] = - 1.1 * ball_vel[0]
else:
score2 += 1
spawn_ball("RIGHT")
if ball_pos[0] >= WIDTH - PAD_WIDTH - BALL_RADIUS:
if ball_pos[1] > paddle2_pos - HALF_PAD_HEIGHT and ball_pos[1] < paddle2_pos + HALF_PAD_HEIGHT:
ball_vel[0] = - 1.1 * ball_vel[0]
else:
score1 += 1
spawn_ball("LEFT")
# Draw scores
canvas.draw_text(str(score1), (200, 60), 40, 'Yellow')
canvas.draw_text(str(score2), (400, 60), 40, 'Yellow')
def keydown(key):
a = 5
global paddle1_vel, paddle2_vel
if key==simplegui.KEY_MAP["w"]:
paddle1_vel -= a
elif key==simplegui.KEY_MAP["s"]:
paddle1_vel += a
if key==simplegui.KEY_MAP["up"]:
paddle2_vel -= a
elif key==simplegui.KEY_MAP["down"]:
paddle2_vel += a
def keyup(key):
global paddle1_vel, paddle2_vel
if key==simplegui.KEY_MAP["w"]:
paddle1_vel = 0
elif key==simplegui.KEY_MAP["s"]:
paddle1_vel = 0
if key==simplegui.KEY_MAP["up"]:
paddle2_vel = 0
elif key==simplegui.KEY_MAP["down"]:
paddle2_vel = 0
# Button to restart game
def button_handler():
new_game()
# Create frame
frame = simplegui.create_frame("Pong", WIDTH, HEIGHT)
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
frame.add_button('Reset', button_handler, 50)
# Start frame
new_game()
frame.start()