-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathpong.py
More file actions
151 lines (121 loc) · 4.92 KB
/
pong.py
File metadata and controls
151 lines (121 loc) · 4.92 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
# 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
# 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.randrange(120, 240)/60, -random.randrange(60, 180)/60]
elif (direction == LEFT):
ball_vel = [-random.randrange(120, 240)/60, -random.randrange(60, 180)/60];
else:
ball_vel = [0, 0]
# 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
paddle1_pos = [HALF_PAD_WIDTH, HEIGHT/2]
paddle2_pos = [(WIDTH-1)-HALF_PAD_WIDTH, HEIGHT/2]
paddle1_vel = [0, 0]
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
ball_pos[0] += ball_vel[0]
ball_pos[1] += ball_vel[1]
# Collision and refelection form Top & Bottom
if ball_pos[1] >= (HEIGHT-1) - BALL_RADIUS:
ball_vel[1] = -ball_vel[1]
if ball_pos[1] <= BALL_RADIUS :
ball_vel[1] = -ball_vel[1]
# Check ball touches the paddles 0R Gutter
if ball_pos[0] <= BALL_RADIUS + PAD_WIDTH:
if (paddle1_pos[1] - HALF_PAD_HEIGHT < ball_pos[1] < paddle1_pos[1] + HALF_PAD_HEIGHT):
ball_vel[0] = -(ball_vel[0] + 0.1*ball_vel[0])
else:
spawn_ball(RIGHT)
score2 += 1
if ball_pos[0] >= (WIDTH - 1) - BALL_RADIUS - PAD_WIDTH:
if (paddle2_pos[1] - HALF_PAD_HEIGHT < ball_pos[1] < paddle2_pos[1] + HALF_PAD_HEIGHT):
ball_vel[0] = -(ball_vel[0] + 0.1*ball_vel[0])
else:
spawn_ball(LEFT)
score1 += 1
# draw ball
canvas.draw_circle(ball_pos, BALL_RADIUS, 2, "White", "White")
# update paddle's vertical position, keep paddle on the screen
paddle1_pos[1] += paddle1_vel[1]
if (paddle1_pos[1]) <= HALF_PAD_HEIGHT:
paddle1_pos[1] = HALF_PAD_HEIGHT
paddle1_vel[1] = 0
elif (paddle1_pos[1]) >= (HEIGHT - 1) - HALF_PAD_HEIGHT:
paddle1_pos[1] = (HEIGHT - 1) - HALF_PAD_HEIGHT
paddle1_vel[1] = 0
paddle2_pos[1] += paddle2_vel[1];
if (paddle2_pos[1]) <= HALF_PAD_HEIGHT:
paddle2_pos[1] = HALF_PAD_HEIGHT
paddle2_vel[1] = 0
elif (paddle2_pos[1]) >= (HEIGHT - 1) - HALF_PAD_HEIGHT:
paddle2_pos[1] = (HEIGHT - 1) - HALF_PAD_HEIGHT
paddle2_vel[1] = 0
print paddle2_vel
# draw paddles
canvas.draw_line([paddle1_pos[0], paddle1_pos[1]+HALF_PAD_HEIGHT],[paddle1_pos[0], paddle1_pos[1]-HALF_PAD_HEIGHT], PAD_WIDTH, "White")
canvas.draw_line([paddle2_pos[0], paddle2_pos[1]+HALF_PAD_HEIGHT],[paddle2_pos[0], paddle2_pos[1]-HALF_PAD_HEIGHT], PAD_WIDTH, "White")
# draw scores
canvas.draw_text(str(score1), [WIDTH/2-50, HEIGHT/8], 40, "Red")
canvas.draw_text(str(score2), [WIDTH/2+50, HEIGHT/8], 40, "Red")
def keydown(key):
global paddle1_vel, paddle2_vel
acc = 5
# for Paddle 1
if key == simplegui.KEY_MAP["w"]:
paddle1_vel[1] -= acc
elif key == simplegui.KEY_MAP["s"]:
paddle1_vel[1] += acc
# for Paddle 2
if key == simplegui.KEY_MAP["up"]:
paddle2_vel[1] -= acc
elif key == simplegui.KEY_MAP["down"]:
paddle2_vel[1] += acc
def keyup(key):
global paddle1_vel, paddle2_vel
acc = 5
# for Paddle 1
if key == simplegui.KEY_MAP["w"]:
paddle1_vel[1] = 0
elif key == simplegui.KEY_MAP["s"]:
paddle1_vel[1] = 0
# for Paddle 2
if key == simplegui.KEY_MAP["up"]:
paddle2_vel[1] = 0
elif key == simplegui.KEY_MAP["down"]:
paddle2_vel[1] = 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)
# start frame
new_game()
frame.start()