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Pong game.py
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Pong game.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
h_vel = random.randrange(120, 240)/60
v_vel = random.randrange(60, 180)/60
ball_pos = [WIDTH/2, HEIGHT/2]
if direction:
ball_vel = [h_vel, -v_vel]
else:
ball_vel = [-h_vel, -v_vel]
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel # these are numbers
global score1, score2 # these are ints
score1 = 0
score2 = 0
paddle1_vel = 0
paddle2_vel = 0
paddle1_pos = HEIGHT/2
paddle2_pos = HEIGHT/2
spawn_ball(random.randint(LEFT, RIGHT))
def draw(c):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_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")
# update ball
ball_pos[0] = ball_pos[0] + ball_vel[0]
ball_pos[1] = ball_pos[1] + ball_vel[1]
if ball_pos[0] <= BALL_RADIUS + PAD_WIDTH:
if ball_pos[1] >= paddle1_pos-HALF_PAD_HEIGHT and ball_pos[1] <= paddle1_pos+HALF_PAD_HEIGHT :
ball_vel[0] = -(ball_vel[0]*10/100+ball_vel[0])
else:
score2 += 1
spawn_ball(RIGHT)
elif ball_pos[0] + BALL_RADIUS + PAD_WIDTH>= WIDTH - 1:
if ball_pos[1] >= paddle2_pos-HALF_PAD_HEIGHT and ball_pos[1] <= paddle2_pos+HALF_PAD_HEIGHT :
ball_vel[0] = -(ball_vel[0]*10/100+ball_vel[0])
else:
score1 += 1
spawn_ball(LEFT)
elif ball_pos[1] <= BALL_RADIUS:
ball_vel[1] = -ball_vel[1]
elif ball_pos[1] + BALL_RADIUS >= HEIGHT - 1:
ball_vel[1] = -ball_vel[1]
# draw ball
c.draw_circle(ball_pos, BALL_RADIUS, 1, "White", "White")
# update paddle's vertical position, keep paddle on the screen
if paddle1_pos-paddle1_vel >= HALF_PAD_HEIGHT and paddle1_pos-paddle1_vel <= HEIGHT - HALF_PAD_HEIGHT:
paddle1_pos -= paddle1_vel
if paddle2_pos-paddle2_vel >= HALF_PAD_HEIGHT and paddle2_pos-paddle2_vel <= HEIGHT - HALF_PAD_HEIGHT:
paddle2_pos -= paddle2_vel
# draw paddles
c.draw_line((0, paddle1_pos-HALF_PAD_HEIGHT), (0, paddle1_pos+HALF_PAD_HEIGHT), PAD_WIDTH*2, "Red")
c.draw_line((WIDTH-HALF_PAD_WIDTH, paddle2_pos-HALF_PAD_HEIGHT),
(WIDTH-HALF_PAD_WIDTH, paddle2_pos+HALF_PAD_HEIGHT), PAD_WIDTH, "Red")
# draw scores
c.draw_text(str(score1), [WIDTH/3, HEIGHT/3], 70, "White", "sans-serif")
c.draw_text(str(score2), [WIDTH*3/5, HEIGHT/3], 70, "White", "sans-serif")
def keydown(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP["up"]:
paddle2_vel = 5
elif key == simplegui.KEY_MAP["down"]:
paddle2_vel = -5
elif key == simplegui.KEY_MAP["w"]:
paddle1_vel = 5
elif key == simplegui.KEY_MAP["s"]:
paddle1_vel = -5
def keyup(key):
global paddle1_vel, paddle2_vel
paddle1_vel = 0
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("Reset", new_game, 100)
frame.set_canvas_background("Green")
# start frame
new_game()
frame.start()