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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
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 = [4.5, -1.0]
paddle1_pos = [[WIDTH - PAD_WIDTH, HEIGHT/2 - HALF_PAD_HEIGHT], [WIDTH, HEIGHT/2 - HALF_PAD_HEIGHT], [WIDTH, HEIGHT/2 + HALF_PAD_HEIGHT],[WIDTH - PAD_WIDTH, HEIGHT/2 + HALF_PAD_HEIGHT]]
paddle2_pos = [[0, HEIGHT/2 - HALF_PAD_HEIGHT], [PAD_WIDTH, HEIGHT/2 - HALF_PAD_HEIGHT], [PAD_WIDTH, HEIGHT/2 + HALF_PAD_HEIGHT], [0, HEIGHT/2 + HALF_PAD_HEIGHT]]
RATE = 5
paddle1_vel = 0
paddle2_vel = 0
score1 = 0
score2 = 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]
if direction == 'RIGHT':
ball_vel[0] = random.randrange(5, 8)
ball_vel[1] = -random.randrange(1, 4)
elif direction == 'LEFT':
ball_vel[0] = -random.randrange(5, 8)
ball_vel[1] = -random.randrange(1, 4)
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel # these are numbers
global score1, score2 # these are ints
spawn_ball('RIGHT')
score1 = 0
score2 = 0
def draw(canvas):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel, pad1_point1, pad1_point4
# 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]
# draw ball
canvas.draw_circle(ball_pos, BALL_RADIUS, 1, 'White', 'White')
# update paddle's vertical position, keep paddle on the screen
if paddle1_pos[3][1] + paddle1_vel < HEIGHT and paddle1_pos[1][1] + paddle1_vel > 0:
paddle1_pos[0][1] += paddle1_vel
paddle1_pos[1][1] += paddle1_vel
paddle1_pos[2][1] += paddle1_vel
paddle1_pos[3][1] += paddle1_vel
if paddle2_pos[3][1] + paddle2_vel < HEIGHT and paddle2_pos[1][1] + paddle2_vel > 0:
paddle2_pos[0][1] += paddle2_vel
paddle2_pos[1][1] += paddle2_vel
paddle2_pos[2][1] += paddle2_vel
paddle2_pos[3][1] += paddle2_vel
# draw paddles
paddle1 = canvas.draw_polygon(paddle1_pos, 1, 'White')
paddle2 = canvas.draw_polygon(paddle2_pos, 1, 'White')
# determine whether paddle and ball collide
if ball_pos[0] >= WIDTH - BALL_RADIUS - PAD_WIDTH and (ball_pos[1] < paddle1_pos[0][1] or ball_pos[1] > paddle1_pos[3][1]):
spawn_ball('LEFT')
score1 += 1
elif ball_pos[0] >= WIDTH - BALL_RADIUS - PAD_WIDTH and ball_pos[1] >= paddle1_pos[0][1] and ball_pos[1] <= paddle1_pos[3][1]:
ball_vel[0] = -(ball_vel[0] + .1*ball_vel[0])
ball_vel[1] = -(ball_vel[1] + .1*ball_vel[1])
elif ball_pos[0] <= BALL_RADIUS + PAD_WIDTH and (ball_pos[1] < paddle2_pos[1][1] or ball_pos[1] > paddle2_pos[2][1]):
spawn_ball('RIGHT')
score2 += 1
elif ball_pos[0] <= BALL_RADIUS + PAD_WIDTH and (ball_pos[1] >= paddle2_pos[1][1] and ball_pos[1] <= paddle2_pos[2][1]):
ball_vel[0] = -(ball_vel[0] + .1*ball_vel[0])
ball_vel[1] = -(ball_vel[1] + .1*ball_vel[1])
# draw scores
canvas.draw_text(str(score1), (100, 70), 40, 'Red')
canvas.draw_text(str(score2), (480, 70), 40, 'Red')
def keydown(key):
global paddle1_vel, paddle2_vel, HEIGHT, RATE, paddle1_pos
if key == 40:
paddle1_vel = paddle1_vel + RATE
if key == 38:
paddle1_vel = paddle1_vel - RATE
if key == simplegui.KEY_MAP['w']:
paddle2_vel = paddle2_vel - RATE
if key == simplegui.KEY_MAP['s']:
paddle2_vel = paddle2_vel + RATE
def keyup(key):
global paddle1_vel, paddle2_vel
if key == 40 or key == 38:
paddle1_vel = 0
if key == simplegui.KEY_MAP['w'] or key == simplegui.KEY_MAP['s']:
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)
# start frame
new_game()
frame.start()