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week5_pong.py
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week5_pong.py
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# 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
score1 = 0
score2 = 0
# 垂直距離
paddle1_pos = HEIGHT/2
paddle2_pos = HEIGHT/2
paddle1_vel = 0
paddle2_vel = 0
ball_pos = [WIDTH/2, HEIGHT/2]
ball_vel = [random.randrange(2, 4), -random.randrange(1, 3)]
# 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]
vx = random.randrange(2, 4)
vy = -random.randrange(1, 3)
if direction:
ball_vel = [vx,vy]
else:
ball_vel = [-vx,vy]
# 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, score2 = 0,0
paddle1_pos, paddle2_pos = HEIGHT/2, HEIGHT/2
paddle1_vel, paddle2_vel = 0,0
spawn_ball(RIGHT)
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, check if collide with top & bottom edge
ball_pos[0] += ball_vel[0]
if ball_pos[1] <= BALL_RADIUS:
ball_vel[1] = -ball_vel[1]
if ball_pos[1] >= HEIGHT - BALL_RADIUS:
ball_vel[1] = -ball_vel[1]
ball_pos[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
# check the next movement is outside the screen or not
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]], 5, 'White', 'White')
canvas.draw_polygon([[WIDTH, paddle2_pos-HALF_PAD_HEIGHT], [WIDTH, paddle2_pos+HALF_PAD_HEIGHT], [WIDTH-PAD_WIDTH, paddle2_pos-HALF_PAD_HEIGHT], [WIDTH-PAD_WIDTH, paddle2_pos+HALF_PAD_HEIGHT]], 5, 'White', 'White')
# determine whether paddle and ball collide
# if hit gutter, accelerate the ball
if ball_pos[0] - BALL_RADIUS <= PAD_WIDTH:
if ball_pos[1] >= paddle1_pos - HALF_PAD_HEIGHT and ball_pos[1] <= paddle1_pos + HALF_PAD_HEIGHT:
ball_vel[0] = -ball_vel[0]+1
else:
score2 += 1
spawn_ball(RIGHT)
elif ball_pos[0] + BALL_RADIUS >= WIDTH - PAD_WIDTH:
if ball_pos[1] >= paddle2_pos - HALF_PAD_HEIGHT and ball_pos[1] <= paddle2_pos + HALF_PAD_HEIGHT:
ball_vel[0] = -ball_vel[0]-1
else:
score1 += 1
spawn_ball(LEFT)
# draw scores
canvas.draw_text(str(score1), [WIDTH/2-60, 100], 60, "Grey")
canvas.draw_text(str(score2), [WIDTH/2+30, 100], 60, "Grey")
def keydown(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP['w']:
paddle1_vel = -5
elif key == simplegui.KEY_MAP['s']:
paddle1_vel = 5
if key == simplegui.KEY_MAP['up']:
paddle2_vel = -5
elif key == simplegui.KEY_MAP['down']:
paddle2_vel = 5
def keyup(key):
global paddle1_vel, paddle2_vel
paddle1_vel = 0
paddle2_vel = 0
def restart():
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, 200)
# start frame
new_game()
frame.start()