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Pong.py
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# from __future__ import division
try:
import simplegui
except ImportError:
import simpleguics2pygame as simplegui
# ================================ my code ================================
# Implementation of classic arcade game Pong
#import 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
ball_pos = [WIDTH / 2, HEIGHT / 2]
ball_vel = [0.0, 0.0]
score1 = 0
score2 = 0
paddle1_pos = HEIGHT / 2
paddle2_pos = HEIGHT / 2
paddle1_vel = 0
paddle2_vel = 0
# initialize ball_pos and ball_vel for new bal 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 # these are vectors stored as lists
ball_pos = [WIDTH / 2, HEIGHT / 2]
if(direction == LEFT): ball_vel[0] = -random.randrange(120, 240) / 60.0
elif(direction == RIGHT): ball_vel[0] = random.randrange(120, 240) / 60.0
ball_vel[1] = -random.randrange(60, 180) / 60.0
# 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(LEFT)
def draw(canvas):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel, paddle1_vel, paddle2_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_pos[0] + ball_vel[0]
ball_pos[1] = ball_pos[1] + ball_vel[1]
if(ball_pos[1] <= BALL_RADIUS or ball_pos[1] >= HEIGHT - BALL_RADIUS):
ball_vel[1] = -ball_vel[1]
# draw ball
canvas.draw_circle(ball_pos, BALL_RADIUS, 2, "White", "White")
# update paddle's vertical position, keep paddle on the screen
paddle1_pos = paddle1_pos + paddle1_vel
paddle2_pos = paddle2_pos + paddle2_vel
if(paddle1_pos < HALF_PAD_HEIGHT): paddle1_pos = HALF_PAD_HEIGHT
elif(paddle1_pos > HEIGHT - HALF_PAD_HEIGHT): paddle1_pos = HEIGHT - HALF_PAD_HEIGHT
if(paddle2_pos < HALF_PAD_HEIGHT): paddle2_pos = HALF_PAD_HEIGHT
elif(paddle2_pos > HEIGHT - HALF_PAD_HEIGHT): paddle2_pos = HEIGHT - HALF_PAD_HEIGHT
# draw paddles
canvas.draw_line([HALF_PAD_WIDTH, paddle1_pos - HALF_PAD_HEIGHT],[HALF_PAD_WIDTH, paddle1_pos + HALF_PAD_HEIGHT], PAD_WIDTH, "White")
canvas.draw_line([WIDTH - HALF_PAD_WIDTH, paddle2_pos - HALF_PAD_HEIGHT],[WIDTH - HALF_PAD_WIDTH, paddle2_pos + HALF_PAD_HEIGHT], PAD_WIDTH, "White")
# 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] = -ball_vel[0]
ball_vel[0] = 1.1 * ball_vel[0]
ball_vel[1] = 1.1 * ball_vel[1]
else:
score2 = score2 + 1
spawn_ball(RIGHT)
elif(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] = -ball_vel[0]
ball_vel[0] = 1.1 * ball_vel[0]
ball_vel[1] = 1.1 * ball_vel[1]
else:
score1 = score1 + 1
spawn_ball(LEFT)
# draw scores
canvas.draw_text(str(score1), ((PAD_WIDTH + WIDTH / 2) / 2, 40), 30, 'White')
canvas.draw_text(str(score2), ((WIDTH / 2 + WIDTH - PAD_WIDTH) / 2, 40), 30, 'White')
def keydown(key):
global paddle1_vel, paddle2_vel
if(key == simplegui.KEY_MAP['w']): paddle1_vel = -10
elif(key == simplegui.KEY_MAP['s']): paddle1_vel = 10
elif(key == simplegui.KEY_MAP['up']): paddle2_vel = -10
elif(key == simplegui.KEY_MAP['down']): paddle2_vel = 10
def keyup(key):
global paddle1_vel, paddle2_vel
paddle1_vel = 0
paddle2_vel = 0
def restart_btn_hanler():
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('Restart', restart_btn_hanler, 100)
# start frame
new_game()
frame.start()