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ping.py
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ping.py
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import pygame
FRAMES_PER_SECOND = 30
class Ping:
HEIGHT = 600
WIDTH = 800
PADDLE_WIDTH = 10
PADDLE_HEIGHT = 100
PADDLE_VELOCITY = 10
BALL_WIDTH = 10
BALL_VELOCITY = 160
COLOR = (255, 255, 255)
BK_COLOR = (0, 0, 0)
def __init__(self):
pygame.init() # pygame instanz starten
self.screen = pygame.display.set_mode((self.WIDTH, self.HEIGHT)) # Bildschirm
pygame.display.set_caption("Ping")
self.clock = pygame.time.Clock() # Uhr
self.score_left = 0
self.score_right = 0
self.central_line = pygame.Rect(self.WIDTH / 2, 0, 1, self.HEIGHT)
self.paddle_left = Paddle(0, self.HEIGHT / 2 - self.PADDLE_HEIGHT / 2,
self.PADDLE_WIDTH, self.PADDLE_HEIGHT,
self.COLOR, pygame.K_w, pygame.K_s,
self.PADDLE_VELOCITY)
self.paddle_right = Paddle(self.WIDTH - self.PADDLE_WIDTH, self.HEIGHT / 2 - self.PADDLE_HEIGHT / 2,
self.PADDLE_WIDTH, self.PADDLE_HEIGHT,
self.COLOR, pygame.K_UP, pygame.K_DOWN,
self.PADDLE_VELOCITY)
self.ball = Ball(self.WIDTH / 2 - self.BALL_WIDTH, self.HEIGHT / 2 - self.BALL_WIDTH / 2,
self.PADDLE_WIDTH, self.COLOR,
self.BALL_VELOCITY)
def game_loop(self):
while True:
for event in pygame.event.get():
if (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE) \
or (event.type == pygame.QUIT):
return
self.update()
self.draw()
def draw(self):
self.screen.fill(self.BK_COLOR)
self.paddle_left.draw(self.screen)
self.paddle_right.draw(self.screen)
self.ball.draw(self.screen)
pygame.draw.rect(self.screen, self.COLOR, self.central_line)
font = pygame.font.Font(None, 74)
text = font.render(str(self.score_left), 1, self.COLOR)
self.screen.blit(text, (self.WIDTH / 4, 10))
text = font.render(str(self.score_right), 1, self.COLOR)
self.screen.blit(text, (self.WIDTH / 4 * 3, 10))
pygame.display.flip()
def update(self):
delta_time = self.clock.tick(FRAMES_PER_SECOND)
self.paddle_left.update()
self.ball.update(delta_time)
if self.ball.collider_rect.colliderect(self.paddle_left.rect) \
or self.ball.collider_rect.colliderect(self.paddle_right.rect):
self.ball.collides()
if self.ball.pos.x - self.ball.radius < 0:
self.score_right += 1
self.ball.start_pos()
if self.ball.pos.x + self.ball.radius > self.WIDTH:
self.score_left += 1
self.ball.start_pos()
self.paddle_right.update()
class Paddle:
def __init__(self, left, top, width, height, color, up_key, down_key, velocity):
self.rect = pygame.Rect(left, top, width, height)
self._color = color
self._up_key = up_key
self._down_key = down_key
self._velocity = velocity
def draw(self, surface):
pygame.draw.rect(surface, self._color, self.rect)
def update(self):
keys_pressed = pygame.key.get_pressed()
if keys_pressed[self._up_key]:
if self.rect.y - self._velocity > 0:
self.rect.move_ip(0, - self._velocity)
if keys_pressed[self._down_key]:
if self.rect.y + self._velocity < Ping.HEIGHT - self.rect.height:
self.rect.move_ip(0, self._velocity)
class Ball:
def __init__(self, left, top, width, color, velocity):
self.pos = pygame.math.Vector2(left, top)
self._start_pos = pygame.math.Vector2(left, top)
self.radius = int(width / 2)
self._color = color
self._velocity = velocity
self._direction = pygame.math.Vector2(1, 1)
self._start_direction = pygame.math.Vector2(1, 1)
self._direction.normalize_ip()
self.collider_rect = None
self._set_collider_rect()
def _set_collider_rect(self):
self.collider_rect = pygame.Rect(self.pos.x - self.radius, self.pos.y - self.radius, self.radius * 2,
self.radius * 2)
def draw(self, surface):
pygame.draw.circle(surface, self._color, (int(self.pos.x), int(self.pos.y)), int(self.radius))
def update(self, delta_time):
self.pos += self._direction * self._velocity * delta_time / 1000
self._set_collider_rect()
if self.pos.y - self.radius < 0 or self.pos.y + self.radius > Ping.HEIGHT:
self._direction.y = - self._direction.y
def start_pos(self):
self.pos = pygame.math.Vector2(self._start_pos)
self._direction = pygame.math.Vector2(self._start_direction)
def collides(self):
self._direction.x = - self._direction.x
if __name__ == '__main__':
ping = Ping()
ping.game_loop()