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4_Pong.py
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4_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
# 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]
v_hor = random.randrange(120, 240) / 60.0
v_ver = random.randrange(60, 180) / 60.0
if direction:
ball_vel = [v_hor, -v_ver]
else:
ball_vel = [-v_hor, -v_ver]
# 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 = HEIGHT / 2
paddle2_pos = HEIGHT / 2
paddle1_vel = 0
paddle2_vel = 0
score1 = 0
score2 = 0
direction = random.choice([LEFT, RIGHT])
spawn_ball(direction)
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, "White")
canvas.draw_line([WIDTH - PAD_WIDTH, 0], [WIDTH - PAD_WIDTH, HEIGHT], 1, "White")
# update ball
if (ball_pos[1] <= BALL_RADIUS) or (ball_pos[1] >= (HEIGHT - BALL_RADIUS)):
ball_vel[1] *= -1
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 HALF_PAD_HEIGHT <= (paddle1_pos + paddle1_vel) <= (HEIGHT - HALF_PAD_HEIGHT):
paddle1_pos += paddle1_vel
if HALF_PAD_HEIGHT <= (paddle2_pos + paddle2_vel) <= (HEIGHT - HALF_PAD_HEIGHT):
paddle2_pos += paddle2_vel
# draw paddles
canvas.draw_line(
[HALF_PAD_WIDTH, paddle1_pos - HALF_PAD_HEIGHT],
[HALF_PAD_WIDTH, paddle1_pos + HALF_PAD_HEIGHT],
PAD_WIDTH,
'White')
canvas.draw_line(
[WIDTH - HALF_PAD_WIDTH, paddle2_pos - HALF_PAD_HEIGHT],
[WIDTH - HALF_PAD_WIDTH, paddle2_pos + HALF_PAD_HEIGHT],
PAD_WIDTH,
'White')
# determine whether paddle and ball collide
if ball_pos[0] <= (PAD_WIDTH + BALL_RADIUS):
if paddle1_pos - HALF_PAD_HEIGHT <= ball_pos[1] <= paddle1_pos + HALF_PAD_HEIGHT:
ball_vel[0] *= -1.1
ball_vel[1] *= 1.1
else:
spawn_ball(RIGHT)
score2 += 1
elif ball_pos[0] >= (WIDTH - PAD_WIDTH - BALL_RADIUS):
if paddle2_pos - HALF_PAD_HEIGHT <= ball_pos[1] <= paddle2_pos + HALF_PAD_HEIGHT:
ball_vel[0] *= -1.1
ball_vel[1] *= 1.1
else:
spawn_ball(LEFT)
score1 += 1
# draw scores
canvas.draw_text(str(score1), (150, 100), 40, "White")
canvas.draw_text(str(score2), (450, 100), 40, "White")
def keydown(key):
global paddle1_vel, paddle2_vel
vel = 8
if key == simplegui.KEY_MAP['w']:
paddle1_vel = -vel
elif key == simplegui.KEY_MAP['s']:
paddle1_vel = vel
elif key == simplegui.KEY_MAP['up']:
paddle2_vel = -vel
elif key == simplegui.KEY_MAP['down']:
paddle2_vel = vel
def keyup(key):
global paddle1_vel, paddle2_vel
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()