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4- Pong.py
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# Implementation of classic arcade game Pong
# ----------------------------------------------------------------
# ----------------------------------------------------------------
# ----------------------------------------------------------------
import simplegui
import random
# ----------------------------------------------------------------
# ----------------------------------------------------------------
# initialize globals
WIDTH = 600
HEIGHT = 400
BALL_RADIUS = 20
PAD_WIDTH = 10
PAD_HEIGHT = 80
LEFT = False
RIGHT = True
ball_pos = [0, 0]
ball_vel = [0, 0]
paddle1_pos = 0
paddle2_pos = 0
paddle1_vel = 0
paddle2_vel = 0
score1 = 0
score2 = 0
# ----------------------------------------------------------------
# ----------------------------------------------------------------
# helper function
# initialize ball_pos and ball_vel for new ball 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]
vx = random.randrange(120, 240) // 60
vy = -random.randrange(60, 180) // 60
if direction == LEFT:
vx = -vx
ball_vel = [vx, vy]
# ----------------------------------------------------------------
# ----------------------------------------------------------------
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel # these are numbers
global score1, score2 # these are ints
# initialize these global variables to their default values
score1 = score2 = 0
paddle1_pos = HEIGHT // 2 - 10
paddle2_pos = HEIGHT // 2 - 10
paddle1_vel = 0
paddle2_vel = 0
spawn_ball(bool(random.randrange(0,2)))
# ----------------------------------------------------------------
def draw(canvas):
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], 3, "purple") # mid line
canvas.draw_line([PAD_WIDTH, 0],[PAD_WIDTH, HEIGHT], 1, "red") # gutters
canvas.draw_line([WIDTH - PAD_WIDTH, 0],[WIDTH - PAD_WIDTH, HEIGHT], 1, "green")
# draw a circle
canvas.draw_circle([WIDTH / 2, HEIGHT / 2], 85, 4, "Purple")
# update ball
ball_pos[0] = ball_pos[0] + ball_vel[0]
ball_pos[1] = ball_pos[1] + ball_vel[1]
# collision with top or bottom wall (just inverse the vertical velocity]
if (ball_pos[1] - BALL_RADIUS <= 0) or (ball_pos[1] + BALL_RADIUS >= HEIGHT):
ball_vel[1] = -ball_vel[1]
# draw ball
canvas.draw_circle(ball_pos, BALL_RADIUS, 13, "Purple")
canvas.draw_circle(ball_pos, BALL_RADIUS, 7, "White")
# update paddle's vertical position, keep paddle on the screen
if not (((paddle1_pos + paddle1_vel) <= 0) or ((paddle1_pos + paddle1_vel + PAD_HEIGHT) >= HEIGHT)):
paddle1_pos = paddle1_pos + paddle1_vel
if not (((paddle2_pos + paddle2_vel) <= 0) or ((paddle2_pos + paddle2_vel + PAD_HEIGHT) >= HEIGHT)):
paddle2_pos = paddle2_pos + paddle2_vel
# draw paddles
canvas.draw_line([0, paddle1_pos],[0, paddle1_pos + PAD_HEIGHT], PAD_WIDTH, "white")
canvas.draw_line([WIDTH, paddle2_pos],[WIDTH, paddle2_pos + PAD_HEIGHT], PAD_WIDTH, "white")
# determine whether paddle and ball collide
if (ball_pos[0] - BALL_RADIUS) <= PAD_WIDTH:
# Ball hit paddle1
if ((ball_pos[1] >= paddle1_pos) and (ball_pos[1] <= (paddle1_pos + PAD_HEIGHT))):
ball_vel[0] = -ball_vel[0]
ball_vel[0] += (ball_vel[0] // 10)
ball_vel[1] += (ball_vel[1] // 10)
else:
score2 += 1
spawn_ball(True)
elif (ball_pos[0] + BALL_RADIUS) >= (WIDTH - PAD_WIDTH):
# Ball hit paddle2
if ((ball_pos[1] >= paddle2_pos) and (ball_pos[1] <= (paddle2_pos + PAD_HEIGHT))):
ball_vel[0] = -ball_vel[0]
ball_vel[0] += (ball_vel[0] // 10)
ball_vel[1] += (ball_vel[1] // 10)
else:
score1 += 1
spawn_ball(False)
# draw score
canvas.draw_text(str(score1), [180, 50], 55, "Red") # left player score
canvas.draw_text(str(score2), [420, 50], 55, "Lime") # right player score
# ----------------------------------------------------------------
def keydown(key):
global paddle1_vel, paddle2_vel
# updating the velocities of paddles
if key == simplegui.KEY_MAP["w"]:
paddle1_vel -= 4
elif key == simplegui.KEY_MAP["s"]:
paddle1_vel += 4
elif key == simplegui.KEY_MAP["up"]:
paddle2_vel -= 4
elif key == simplegui.KEY_MAP["down"]:
paddle2_vel += 4
# ----------------------------------------------------------------
def keyup(key):
global paddle1_vel, paddle2_vel
# making a paddle motionless
if (key == simplegui.KEY_MAP["w"]) or (key == simplegui.KEY_MAP["s"]):
paddle1_vel = 0
elif (key == simplegui.KEY_MAP["up"]) or (key == simplegui.KEY_MAP["down"]):
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, 100)
# ----------------------------------------------------------------
# ----------------------------------------------------------------
# start frame
new_game()
frame.start()