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Pong.py
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148 lines (126 loc) · 4.42 KB
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# Implementation of classic arcade game Pong
# Play in CodeSkulptor: http://www.codeskulptor.org/#user39_L8AGmfTf34_4.py
import simplegui
import random
#parameters
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 = [2,-2]
ball_vel_start = [2,-2]
paddle1_pos = HEIGHT/2
paddle2_pos = HEIGHT/2
paddle1_vel = 0
paddle2_vel = 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]
x = random.random()
if x>0.5:
y = 1
else:
y = -1;
if direction == RIGHT:
ball_vel = [-2,y*2]
elif direction == LEFT:
ball_vel = [2,y*2]
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel
# these are numbers
global score1, score2
score1 = 0
score2 = 0
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, "Green")
canvas.draw_line([WIDTH - PAD_WIDTH, 0],[WIDTH - PAD_WIDTH, HEIGHT], 1, "Blue")
# update ball
ball_pos[0] = ball_pos[0] + ball_vel[0]
ball_pos[1] = 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
global paddle1_vel, paddle2_vel, paddle1_pos, paddle2_pos
if paddle2_pos <= PAD_HEIGHT/2 and paddle2_vel < 0:
paddle2_pos = paddle2_pos
elif paddle2_pos >= HEIGHT-PAD_HEIGHT/2 and paddle2_vel > 0:
paddle2_pos = paddle2_pos
else:
paddle2_pos = paddle2_pos + paddle2_vel
if paddle1_pos <= PAD_HEIGHT/2 and paddle1_vel < 0:
paddle1_pos = paddle1_pos
elif paddle1_pos >= HEIGHT-PAD_HEIGHT/2 and paddle1_vel > 0:
paddle1_pos = paddle1_pos
else:
paddle1_pos = paddle1_pos + paddle1_vel
canvas.draw_line((PAD_WIDTH/2, paddle1_pos-PAD_HEIGHT/2), (PAD_WIDTH/2, paddle1_pos+PAD_HEIGHT/2), PAD_WIDTH, 'White')
canvas.draw_line((WIDTH-PAD_WIDTH/2, paddle2_pos-PAD_HEIGHT/2), (WIDTH-PAD_WIDTH/2, paddle2_pos+PAD_HEIGHT/2), PAD_WIDTH, 'White')
# determine whether paddle and ball collide
if ball_pos[1] >= (HEIGHT-BALL_RADIUS) or ball_pos[1] <= BALL_RADIUS:
ball_vel[1] = - (ball_vel[1])
if ball_pos[0] >= (WIDTH - BALL_RADIUS-PAD_WIDTH):
if (abs(ball_pos[1]-paddle2_pos) < PAD_HEIGHT/2+BALL_RADIUS):
ball_vel[0] = - (ball_vel[0] + 0.1*ball_vel[0])
else:
score1 = score1+1
spawn_ball(LEFT)
if (ball_pos[0] <= BALL_RADIUS+PAD_WIDTH):
if (abs(ball_pos[1]-paddle1_pos) < PAD_HEIGHT/2+BALL_RADIUS):
ball_vel[0] = - (ball_vel[0] + 0.1*ball_vel[0])
else:
score2 = score2 +1
spawn_ball(RIGHT)
# draw scores
canvas.draw_text(str(score1), (WIDTH/4, 20), 22, 'Green')
canvas.draw_text(str(score2), [3*WIDTH/4, 20], 22, 'Blue')
def keydown(key):
global paddle1_vel, paddle2_vel, paddle2_pos
if key == simplegui.KEY_MAP['down']:
paddle2_vel = 10
elif key == simplegui.KEY_MAP['up']:
paddle2_vel = -10
elif key == simplegui.KEY_MAP['s']:
paddle1_vel = 10
elif key == simplegui.KEY_MAP['w']:
paddle1_vel = -10
def keyup(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP['down']:
paddle2_vel = 0
elif key == simplegui.KEY_MAP['up']:
paddle2_vel = 0
elif key == simplegui.KEY_MAP['s']:
paddle1_vel = 0
elif key == simplegui.KEY_MAP['w']:
paddle1_vel = 0
def reset_handler():
global score1, score2
score1 = 0
score2 = 0
x = random.random()
if x>0.5:
spawn_ball(RIGHT)
else:
spawn_ball(LEFT)
new_game()
# 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('Reset', reset_handler, 50)
# start frame
new_game()
frame.start()