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pong.py
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127 lines (100 loc) · 3.91 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
PAD_WIDTH = 8
PAD_HEIGHT = 80
HALF_PAD_WIDTH = PAD_WIDTH / 2
HALF_PAD_HEIGHT = PAD_HEIGHT / 2
right = True
score1 = 0
score2 = 0
paddle1_vel = 0
paddle2_vel = 0
paddle1_pos = HEIGHT/2
paddle2_pos = HEIGHT/2
# helper function that spawns a ball by updating the
# ball's position vector and velocity vector
# if right is True, the ball's velocity is upper right, else upper left
def ball_init(right):
global ball_pos, ball_vel # these are vectors stored as lists
ball_vel[0] = random.randrange(120,240)/100
ball_vel[1] = - random.randrange(60,180)/100
ball_pos = [WIDTH/2,HEIGHT/2]
if not right:
ball_vel[0] = - ball_vel[0]
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos,ball_vel,paddle1_pos,paddle2_pos # these are floats
global score1, score2 # these are ints
global right
score1 = 0
score2 = 0
ball_vel=[0,0]
ball_init(right)
def draw(c):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel
# update paddle's vertical position, keep paddle on the screen
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 mid line and gutters
c.draw_line([WIDTH / 2, 0],[WIDTH / 2, HEIGHT], 1, "White")
c.draw_line([PAD_WIDTH, 0],[PAD_WIDTH, HEIGHT], 1, "White")
c.draw_line([WIDTH - PAD_WIDTH, 0],[WIDTH - PAD_WIDTH, HEIGHT], 1, "White")
# draw paddles
c.draw_polygon([(0,paddle1_pos-HALF_PAD_HEIGHT), (PAD_WIDTH,paddle1_pos-HALF_PAD_HEIGHT),(PAD_WIDTH,paddle1_pos+HALF_PAD_HEIGHT), (0,paddle1_pos+HALF_PAD_HEIGHT)], 1, "White", "White")
c.draw_polygon([(WIDTH-PAD_WIDTH,paddle2_pos+HALF_PAD_HEIGHT), (WIDTH,paddle2_pos+HALF_PAD_HEIGHT), (WIDTH,paddle2_pos-HALF_PAD_HEIGHT),(WIDTH-PAD_WIDTH,paddle2_pos-HALF_PAD_HEIGHT)], 1, "White", "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 and scores
c.draw_circle(ball_pos, BALL_RADIUS, 2, "White", "White")
if ball_pos[0] <= BALL_RADIUS + PAD_WIDTH:
if ball_pos[1]> paddle1_pos-PAD_HEIGHT/2 and ball_pos[1] < paddle1_pos+PAD_HEIGHT/2:
ball_vel[0] = -ball_vel[0]*1.1
ball_vel[1] = ball_vel[1]*1.1
else:
score2 = score2 + 1
ball_init(not right)
if ball_pos[0] >= WIDTH - 1 - PAD_WIDTH -BALL_RADIUS:
if ball_pos[1]> paddle2_pos-PAD_HEIGHT/2 and ball_pos[1] < paddle2_pos+PAD_HEIGHT/2:
ball_vel[0] = -ball_vel[0]*1.1
ball_vel[1] = ball_vel[1]*1.1
else:
score1 = score1 + 1
ball_init(right)
c.draw_text(str(score1), (WIDTH/2-80, HEIGHT/4), 50, "White")
c.draw_text(str(score2), (WIDTH/2+50, HEIGHT/4), 50, "White")
def keydown(key):
global paddle1_vel, paddle2_vel
acc = 3
if key==simplegui.KEY_MAP["s"]:
paddle1_vel = acc
elif key==simplegui.KEY_MAP["w"]:
paddle1_vel = -acc
elif key==simplegui.KEY_MAP["down"]:
paddle2_vel = acc
elif key==simplegui.KEY_MAP["up"]:
paddle2_vel = -acc
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.add_button("Restart", restart, 80)
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
# start frame
frame.start()
new_game()