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pong.py
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pong.py
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# Implementation of classic arcade game Pong by 2ba
# How to play
# Player 1: Controls the left paddles, "w" for up and "s" for down
# player 2: Controls the right paddles, "up"key for up "down" key for down
# Just click Run/Play in the top/left
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 = [1, 1]
paddle1_pos = 0
paddle2_pos = 0
paddle1_vel =0
paddle2_vel =0
score1= 0
score2 = 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)]
ball_vel[0] = random.randrange(120,240)/60.0
ball_vel[1] = random.randrange(60,180)/60.0
if direction == RIGHT:
ball_vel[1] = ball_vel[1]*-1
ball_pos[0] += ball_vel[0]
ball_pos[1] += ball_vel[1]
elif direction == LEFT:
ball_vel[0] = ball_vel[0]*-1
ball_vel[1] = ball_vel[1]*-1
ball_pos[0] += ball_vel[0]
ball_pos[1] += 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
spawn_ball(RIGHT)
def draw(canvas):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel
global 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_vel[0]
ball_pos[1]+= ball_vel[1]
if ball_pos[1]-BALL_RADIUS <= 0:
ball_vel[1] = ball_vel[1]*-1
elif ball_pos[1] + BALL_RADIUS >= HEIGHT-1:
ball_vel[1] = ball_vel[1]*-1
# draw ball
canvas.draw_circle(ball_pos, BALL_RADIUS, 2, "Red", "White")
# update paddle's vertical position, keep paddle on the screen
paddle1_pos += paddle1_vel
if paddle1_pos <= 0:
paddle1_pos =0
elif paddle1_pos >= HEIGHT-1-PAD_HEIGHT:
paddle1_pos = HEIGHT-1-PAD_HEIGHT
paddle2_pos += paddle2_vel
if paddle2_pos <= 0:
paddle2_pos =0
elif paddle2_pos >= HEIGHT-1-PAD_HEIGHT:
paddle2_pos = HEIGHT-1-PAD_HEIGHT
# draw paddles
canvas.draw_line([PAD_WIDTH/2, paddle1_pos],
[PAD_WIDTH/2, paddle1_pos + PAD_HEIGHT ], PAD_WIDTH, 'White')
canvas.draw_line([WIDTH-1-(PAD_WIDTH/2), paddle2_pos],
[WIDTH-1-(PAD_WIDTH/2), paddle2_pos + PAD_HEIGHT ], PAD_WIDTH, 'White')
# determine whether paddle and ball collide
if ball_pos[0] <= (PAD_WIDTH + BALL_RADIUS):
#Collision with Paddle1
if ball_pos[1] >= paddle1_pos and ball_pos[1] <= paddle1_pos + PAD_HEIGHT:
ball_vel[0] = -1.10*( ball_vel[0])
else:
score2 +=1
spawn_ball(RIGHT)
elif ball_pos[0] >= WIDTH-1-PAD_WIDTH - BALL_RADIUS:
if ball_pos[1] >= paddle2_pos and ball_pos[1] <= paddle2_pos + PAD_HEIGHT:
ball_vel[0] = - 1.10*(ball_vel[0])
else:
score1 += 1
spawn_ball(LEFT)
# draw scores
canvas.draw_text(str(score1)+ "/"+ str(score2), (500, 20), 20, 'White')
def keydown(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP['s']:
paddle1_vel = 3
elif key == simplegui.KEY_MAP['w']:
paddle1_vel = -3
if key == simplegui.KEY_MAP['down']:
paddle2_vel = 3
elif key == simplegui.KEY_MAP['up']:
paddle2_vel = -3
def keyup(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP['s']:
paddle1_vel = 0
elif key == simplegui.KEY_MAP['w']:
paddle1_vel = 0
if key == simplegui.KEY_MAP['down']:
paddle2_vel = 0
elif key == simplegui.KEY_MAP['up']:
paddle2_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)
frame.add_button("Restart",new_game, 200)
frame.set_canvas_background('Green')
# start frame
new_game()
frame.start()