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assignment_four.py
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assignment_four.py
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# Implementation of classic arcade game Pong
#special thanks to Moiz Alhindi
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
# 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 == RIGHT:
ball_vel = [(random.randint(60,180))/60, (-(random.randint(120,240))/60)]
else:
ball_vel = [(-(random.randint(60,180)/60)), (-(random.randint(120,240))/60)]
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel # these are numbers
global score1, score2 # these are ints
paddle1_pos = [PAD_WIDTH / 2, HEIGHT / 2]
paddle2_pos = [WIDTH - PAD_WIDTH / 2, HEIGHT / 2]
paddle1_vel, paddle2_vel, score1, score2 = 0, 0, 0, 0
spawn_ball(RIGHT)
def limit():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel
# check for paddle 1
if paddle1_pos[1] < HALF_PAD_HEIGHT:
paddle1_pos[1] = HALF_PAD_HEIGHT
paddle1_vel = 0
elif paddle1_pos[1] > HEIGHT - HALF_PAD_HEIGHT:
paddle1_pos[1] = HEIGHT - HALF_PAD_HEIGHT
paddle1_vel = 0
# check for paddle 2
if paddle2_pos[1] < HALF_PAD_HEIGHT:
paddle2_pos[1] = HALF_PAD_HEIGHT
paddle2_vel = 0
elif paddle2_pos[1] > HEIGHT - HALF_PAD_HEIGHT:
paddle2_pos[1] = HEIGHT - HALF_PAD_HEIGHT
paddle2_vel = 0
#This idea I got from Alhindi. Honestly, I wanted to do
#a while loop but I got a time out
#perhaps I could have done it as a try/except statement?
def draw(canvas):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel, time
# 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]
# draw ball
canvas.draw_circle(ball_pos, BALL_RADIUS, 2, "Red", "White")
# update paddle's vertical position, keep paddle on the screen
#if paddle1_pos[1] OR paddle2_pos is less than HEIGHT
#or more than HEIGHT - HALF_PAD_HEIGHT
limit()
paddle1_pos[1] += paddle1_vel
paddle2_pos[1] += paddle2_vel
# draw paddles
#paddle 1
pad1top = [paddle1_pos[0], paddle1_pos[1] - HALF_PAD_HEIGHT]
pad1bot = [paddle1_pos[0], paddle1_pos[1] + HALF_PAD_HEIGHT]
canvas.draw_line(pad1top, pad1bot, PAD_WIDTH, "White")
#paddle2
pad2top = [paddle2_pos[0], paddle2_pos[1] - HALF_PAD_HEIGHT]
pad2bot = [paddle2_pos[0], paddle2_pos[1] + HALF_PAD_HEIGHT]
canvas.draw_line(pad2top, pad2bot, PAD_WIDTH, "White")
# determine whether paddle and ball collide
if (ball_pos[1] <= BALL_RADIUS) or (ball_pos[1] >= HEIGHT-BALL_RADIUS-1):
ball_vel[1] = -ball_vel[1]
if (ball_pos[0] <= PAD_WIDTH + BALL_RADIUS):
if (pad1top[1] <= ball_pos[1] <= pad1bot[1]):
ball_vel[0] = - ball_vel[0] * 1.1
else:
spawn_ball(LEFT)
score2 += 1
if (ball_pos[0] >= WIDTH - PAD_WIDTH - BALL_RADIUS):
if (pad2top[1] <= ball_pos[1] <= pad2bot[1]):
ball_vel[0] = - ball_vel[0] * 1.1
else:
spawn_ball(RIGHT)
score1 += 1
# draw scores
canvas.draw_text(str(score2), (450, 50), 36, "White")
canvas.draw_text(str(score1), (150, 50), 36, "White")
def keydown(key):
global paddle1_vel, paddle2_vel
move = 8
if key == simplegui.KEY_MAP["s"]:
paddle1_vel += move
elif key == simplegui.KEY_MAP["down"]:
paddle2_vel += move
if key == simplegui.KEY_MAP["w"]:
paddle1_vel -= move
elif key == simplegui.KEY_MAP["up"]:
paddle2_vel -= move
def keyup(key):
global paddle1_vel, paddle2_vel
if (key == simplegui.KEY_MAP["up"] or key == simplegui.KEY_MAP["down"]):
paddle2_vel = 0
elif(key == simplegui.KEY_MAP["w"] or key == simplegui.KEY_MAP["s"]):
paddle1_vel = 0
# create frame
frame = simplegui.create_frame("Pong", WIDTH, HEIGHT)
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
# start frame
new_game()
frame.start()