-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathGame4: Pong
116 lines (98 loc) · 3.71 KB
/
Game4: Pong
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
# 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
SIDE = True
# helper function that spawns a ball by updating the ball's position vector
# and velocity vector if right is True, the ball's velocity is upper right, else upper left
def ball_init(right):
global ball_pos, ball_vel # these are vectors stored as lists
ball_pos = [WIDTH/2, HEIGHT/2]
if right == True:
ball_vel = [random.randrange(2, 4),-random.randrange(1, 3)]
else:
ball_vel = [-random.randrange(2, 4),-random.randrange(1, 3)]
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel
global score1, score2, SIDE
paddle1_pos, paddle2_pos = (HEIGHT - PAD_HEIGHT)/2, (HEIGHT - PAD_HEIGHT)/2
paddle1_vel = paddle2_vel = 0
score1, score2 = 0, 0
SIDE = not SIDE
ball_init(SIDE)
def draw(c):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel
c.draw_text(str(score1), (185, 40), 40, "White")
c.draw_text(str(score2), (400, 40), 40, "White")
# update paddle's vertical position, keep paddle on the screen
if 0 <= (paddle1_pos + paddle1_vel) <= HEIGHT - PAD_HEIGHT:
paddle1_pos += paddle1_vel
if 0 <= (paddle2_pos + paddle2_vel) <= HEIGHT - PAD_HEIGHT:
paddle2_pos += paddle2_vel
# draw mid line and gutters
c.draw_line([WIDTH / 2, 0],[WIDTH / 2, HEIGHT], 1, "White")
c.draw_line([PAD_WIDTH, 0],[PAD_WIDTH, HEIGHT], 1, "White")
c.draw_line([WIDTH - PAD_WIDTH, 0],[WIDTH - PAD_WIDTH, HEIGHT], 1, "White")
# draw paddles
c.draw_line([PAD_WIDTH/2, paddle1_pos],[PAD_WIDTH/2, paddle1_pos+PAD_HEIGHT], PAD_WIDTH, "White")
c.draw_line([WIDTH - PAD_WIDTH/2, paddle2_pos],[WIDTH- PAD_WIDTH/2, paddle2_pos+PAD_HEIGHT], PAD_WIDTH, "White")
# update ball
if ball_pos[0] <= BALL_RADIUS + PAD_WIDTH:
if paddle1_pos <= ball_pos[1] <= (paddle1_pos+PAD_HEIGHT):
ball_vel[0] = - 1.1 * ball_vel[0]
else:
ball_init(True)
score2 += 1
if ball_pos[0] >= (WIDTH - BALL_RADIUS - PAD_WIDTH):
if paddle2_pos <= ball_pos[1] <= (paddle2_pos+PAD_HEIGHT):
ball_vel[0] = - 1.1 * ball_vel[0]
else:
ball_init(False)
score1 += 1
if ball_pos[1] <= BALL_RADIUS:
ball_vel[1] = - ball_vel[1]
if ball_pos[1] >= (HEIGHT - BALL_RADIUS):
ball_vel[1] = - ball_vel[1]
ball_pos[0] += ball_vel[0]
ball_pos[1] += ball_vel[1]
# draw ball and scores
c.draw_circle(ball_pos, BALL_RADIUS, 0.1, "White", "White")
def keydown(key):
global paddle1_vel, paddle2_vel
vel = 3
if key == simplegui.KEY_MAP["s"]:
paddle1_vel = vel
if key == simplegui.KEY_MAP["w"]:
paddle1_vel = -vel
if key == simplegui.KEY_MAP["down"]:
paddle2_vel = vel
if key == simplegui.KEY_MAP["up"]:
paddle2_vel = -vel
def keyup(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP["s"]:
paddle1_vel = 0
if key == simplegui.KEY_MAP["w"]:
paddle1_vel = 0
if key == simplegui.KEY_MAP["down"]:
paddle2_vel = 0
if key == simplegui.KEY_MAP["up"]:
paddle2_vel = 0
def restart_handler():
new_game()
# 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", restart_handler, 100)
# start frame
frame.start()
new_game()