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Pong.py
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Pong.py
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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
HALF_WIDTH = WIDTH / 2
HALF_HEIGHT = HEIGHT / 2
BALL_RADIUS = 20
PAD_WIDTH = 8
PAD_HEIGHT = 80
HALF_PAD_WIDTH = PAD_WIDTH / 2
HALF_PAD_HEIGHT = PAD_HEIGHT / 2
RIGHT_BOUND = WIDTH - PAD_WIDTH
LEFT = False
RIGHT = True
ball_pos = [WIDTH / 2, HEIGHT / 2]
ball_vel = [0., 0.]
paddle1_pos = HEIGHT / 2
paddle2_pos = HEIGHT / 2
paddle1_vel = 0
paddle2_vel = 0
score1 = 0
score2 = 0
# 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 = [HALF_WIDTH, HALF_HEIGHT]
if direction == RIGHT:
a = 1
elif direction == LEFT:
a = -1
ball_vel[0] = random.randrange(2, 5) * a
ball_vel[1] = random.randrange(-4, -1)
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel # these are numbers
global score1, score2 # these are ints
paddle1_pos, paddle2_pos = HALF_HEIGHT, HALF_HEIGHT
paddle1_vel, 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([HALF_WIDTH, 0],[HALF_WIDTH, HEIGHT], 1, "White")
canvas.draw_line([PAD_WIDTH, 0],[PAD_WIDTH, HEIGHT], 1, "White")
canvas.draw_line([RIGHT_BOUND, 0],[RIGHT_BOUND, HEIGHT], 1, "White")
# update ball
ball_pos[0] += ball_vel[0]
ball_pos[1] += ball_vel[1]
if ball_pos[1] > HEIGHT - BALL_RADIUS:
ball_pos[1] = HEIGHT - BALL_RADIUS
ball_vel[1] *= -1
if ball_pos[1] < BALL_RADIUS:
ball_pos[1] = BALL_RADIUS
ball_vel[1] *= -1
if ball_pos[0] > RIGHT_BOUND - BALL_RADIUS:
if abs(ball_pos[1] - paddle2_pos) <= HALF_PAD_HEIGHT:
ball_pos[0] = RIGHT_BOUND - BALL_RADIUS
ball_vel[0] *= -1.1
ball_vel[1] *= 1.1
else:
score1 += 1
spawn_ball(LEFT)
if ball_pos[0] < PAD_WIDTH + BALL_RADIUS:
if abs(ball_pos[1] - paddle1_pos) <= HALF_PAD_HEIGHT:
ball_pos[0] = PAD_WIDTH + BALL_RADIUS
ball_vel[0] *= -1.1
ball_vel[1] *= 1.1
else:
score2 += 1
spawn_ball(RIGHT)
# draw ball
canvas.draw_circle(ball_pos, BALL_RADIUS, 1, "White", "White")
# update paddle's vertical position, keep paddle on the screen
paddle1_pos += paddle1_vel
paddle2_pos += paddle2_vel
if paddle1_pos <= HALF_PAD_HEIGHT:
paddle1_pos = HALF_PAD_HEIGHT
if paddle1_pos >= HEIGHT - HALF_PAD_HEIGHT:
paddle1_pos = HEIGHT - HALF_PAD_HEIGHT
if paddle2_pos <= HALF_PAD_HEIGHT:
paddle2_pos = HALF_PAD_HEIGHT
if paddle2_pos >= HEIGHT - HALF_PAD_HEIGHT:
paddle2_pos = HEIGHT - HALF_PAD_HEIGHT
# draw paddles
canvas.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")
canvas.draw_polygon([(RIGHT_BOUND, paddle2_pos - HALF_PAD_HEIGHT),(WIDTH, paddle2_pos - HALF_PAD_HEIGHT), \
(WIDTH, paddle2_pos + HALF_PAD_HEIGHT), (RIGHT_BOUND, paddle2_pos + HALF_PAD_HEIGHT)], 1, "White", "White")
# draw scores
canvas.draw_text(str(score1), [WIDTH / 4, 60], 50, "White", "monospace")
canvas.draw_text(str(score2), [WIDTH * 3 / 4, 60], 50, "White", "monospace")
def keydown(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP['w']:
paddle1_vel = -5
if key == simplegui.KEY_MAP['s']:
paddle1_vel = 5
if key == simplegui.KEY_MAP['up']:
paddle2_vel = -5
if key == simplegui.KEY_MAP['down']:
paddle2_vel = 5
def keyup(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP['w']:
paddle1_vel = 0
if key == simplegui.KEY_MAP['s']:
paddle1_vel = 0
if key == simplegui.KEY_MAP['up']:
paddle2_vel = 0
if 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, 70)
# start frame
new_game()
frame.start()