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Pong.py
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170 lines (134 loc) · 5.34 KB
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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
HALF_BALL_RADIUS = BALL_RADIUS / 2
PAD_WIDTH = 8
PAD_HEIGHT = 80
PAD_ACC = 5
HALF_PAD_WIDTH = PAD_WIDTH / 2
HALF_PAD_HEIGHT = PAD_HEIGHT / 2
LEFT = False
RIGHT = True
ball_pos = None
ball_vel = None
paddle1_pos = [HALF_PAD_WIDTH, HEIGHT / 2 - HALF_PAD_HEIGHT]
paddle2_pos = [WIDTH - HALF_PAD_WIDTH, HEIGHT / 2 - HALF_PAD_HEIGHT]
paddle1_vel = 0
paddle2_vel = 0
score1 = 0
score2 = 0
def update_pos(paddle_pos, velocity):
""" Update paddle's vertical position, keep paddle on the screen. """
next_paddle_v_pos = paddle_pos[1] + velocity
if next_paddle_v_pos >= 0 and next_paddle_v_pos <= HEIGHT - PAD_HEIGHT:
paddle_pos[1] = next_paddle_v_pos
def is_striking_a_paddle(paddle_pos):
""" Checks is the ball is striking a paddle. """
# The ball is not striking a paddle if
# A. ball vertical position > paddle vertical position
# B. ball horizontal position < paddle vertical position
a = (ball_pos[1] >= (paddle_pos[1] + PAD_HEIGHT - 1) + HALF_BALL_RADIUS)
b = (ball_pos[1] <= paddle_pos[1] - HALF_BALL_RADIUS)
# It is strinking the paddle if:
# NOT(A) AND NOT(B)
return not(a) and not(b)
def spawn_ball(direction):
""" 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. """
global ball_pos, ball_vel # these are vectors stored as lists
ball_pos = [WIDTH / 2, HEIGHT / 2]
# 120 to 240 pixels per second
horizontal_speed = random.randrange(2, 4)
# 60 to 180 pixels per second
vertical_speed = random.randrange(1, 3)
if direction == RIGHT:
ball_vel = [horizontal_speed, -vertical_speed]
else:
ball_vel = [-horizontal_speed, -vertical_speed]
# define event handlers
def new_game():
""" Starts a new game. """
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel # these are numbers
global score1, score2 # these are ints
score1 = 0
score2 = 0
starting_direction = random.choice([LEFT, RIGHT])
spawn_ball(starting_direction)
def draw(canvas):
""" Draw the shapes of the game. """
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_vel[0]
ball_pos[1] += ball_vel[1]
if ball_pos[1] <= BALL_RADIUS or ball_pos[1] >= (HEIGHT - 1) - BALL_RADIUS:
ball_vel[1] = - ball_vel[1]
# draw ball
canvas.draw_circle(ball_pos, BALL_RADIUS, 2, "White", "White")
# update paddle's position
update_pos(paddle1_pos, paddle1_vel);
update_pos(paddle2_pos, paddle2_vel);
# Detect collisions with gutters and paddles
if ball_pos[0] <= PAD_WIDTH + BALL_RADIUS:
# Striking left paddle
if is_striking_a_paddle(paddle1_pos):
ball_vel[0] = -ball_vel[0] * 1.1
# Strking left gutter
else:
score2 += 1
spawn_ball(RIGHT)
elif ball_pos[0] >= (WIDTH - PAD_WIDTH - 1) - BALL_RADIUS:
# Striking right paddle
if is_striking_a_paddle(paddle2_pos):
ball_vel[0] = - ball_vel[0] * 1.1
# Strking right gutter
else:
score1 += 1
spawn_ball(LEFT)
# draw paddles
paddle1_pos_two = (paddle1_pos[0], paddle1_pos[1] + PAD_HEIGHT)
canvas.draw_line(paddle1_pos, paddle1_pos_two, PAD_WIDTH, 'White')
paddle2_pos_two = (paddle2_pos[0], paddle2_pos[1] + PAD_HEIGHT)
canvas.draw_line(paddle2_pos, paddle2_pos_two, PAD_WIDTH, 'White')
# draw scores
canvas.draw_text(str(score1), (WIDTH / 4 - 10, 50), 40, 'White')
canvas.draw_text(str(score2), (WIDTH / 4 * 3 -10, 50), 40, 'White')
def keydown(key):
""" Controls paddles velocity. """
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP["w"]:
paddle1_vel -= PAD_ACC
elif key == simplegui.KEY_MAP["s"]:
paddle1_vel += PAD_ACC
if key == simplegui.KEY_MAP["down"]:
paddle2_vel += PAD_ACC
elif key == simplegui.KEY_MAP["up"]:
paddle2_vel -= PAD_ACC
def keyup(key):
""" Make the paddles stand still when control keys
are released. """
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["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)
button_reset = frame.add_button('Restart', new_game, 100)
# start frame
new_game()
frame.start()