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game.py
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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
ball_vel = [2, -2]
ball_pos = [WIDTH/2, HEIGHT/2]
paddle1_pos = [HALF_PAD_WIDTH, HEIGHT/2-PAD_HEIGHT/2]
paddle2_pos = [WIDTH-1-HALF_PAD_WIDTH, HEIGHT/2-PAD_HEIGHT/2]
paddle1_vel = 0
paddle2_vel = 0
# helper function that spawns a ball, returns a position vector and a velocity vector
# if right is True, spawn to the right, else spawn to the left
def ball_init(right):
global ball_pos, ball_vel # these are vectors stored as lists
ball_pos = [WIDTH/2, HEIGHT/2]
ball_vel[0] = random.randrange(2, 4)
ball_vel[1] = random.randrange(1, 3)
if right==True:
ball_vel[1] = -ball_vel[1]
else:
ball_vel[0] = -ball_vel[0]
ball_vel[1] = -ball_vel[1]
# define event handlers
def init():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel,ball_pos # these are floats
global score1, score2, WIDTH, HEIGHT, PAD_WIDTH, PAD_HEIGHT # these are ints
ball_vel = [2, -2]
ball_pos = [WIDTH/2, HEIGHT/2]
paddle1_pos = [HALF_PAD_WIDTH, HEIGHT/2-PAD_HEIGHT/2]
paddle2_pos = [WIDTH-1-HALF_PAD_WIDTH, HEIGHT/2-PAD_HEIGHT/2]
paddle1_vel = 0
paddle2_vel = 0
score1=0
score2=0
def draw(c):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel, HEIGHT
global BALL_RADIUS, WIDTH, PAD_WIDTH, PAD_HEIGHT, paddle1_vel, paddle2_vel
# update paddle's vertical position, keep paddle on the screen
paddle1_pos[1]+=paddle1_vel
paddle2_pos[1]+=paddle2_vel
if paddle1_pos[1] <= 0:
paddle1_vel=0
if paddle2_pos[1] <= 0:
paddle2_vel=0
if paddle1_pos[1] >= HEIGHT-1-PAD_HEIGHT:
paddle1_vel=0
if paddle2_pos[1] >= HEIGHT-1-PAD_HEIGHT:
paddle2_vel=0
# 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(paddle1_pos,[paddle1_pos[0],paddle1_pos[1]+PAD_HEIGHT],PAD_WIDTH,"White")
c.draw_line(paddle2_pos,[paddle2_pos[0],paddle2_pos[1]+PAD_HEIGHT],PAD_WIDTH,"White")
# update ball
ball_pos[0]+=ball_vel[0]
ball_pos[1]+=ball_vel[1]
if ball_pos[1] <= BALL_RADIUS:
ball_vel[1] = -ball_vel[1]
if ball_pos[1] >= HEIGHT-BALL_RADIUS-1:
ball_vel[1] = -ball_vel[1]
if ball_pos[0] <= PAD_WIDTH+10:
if (ball_pos[1] >= paddle1_pos[1]) and (ball_pos[1] <= paddle1_pos[1]+PAD_HEIGHT):
ball_vel[0] = -ball_vel[0]
ball_vel[0] += 0.1*ball_vel[0]
ball_vel[1] += 0.1*ball_vel[1]
else:
score2=score2+1
ball_init(True)
if ball_pos[0] >= WIDTH-1-PAD_WIDTH-10:
if (ball_pos[1] >= paddle2_pos[1]) and (ball_pos[1] <= paddle2_pos[1]+PAD_HEIGHT):
ball_vel[0] = -ball_vel[0]
ball_vel[1] += 0.1*ball_vel[1]
ball_vel[0] += 0.1*ball_vel[0]
else:
score1=score1+1
ball_init(False)
# draw ball and scores
c.draw_circle(ball_pos,BALL_RADIUS,1,"White","White")
c.draw_text(str(score1),(150,200),30,"White")
c.draw_text(str(score2),(450,200),30,"White")
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
if key == simplegui.KEY_MAP["up"]:
paddle2_vel=0
elif key == simplegui.KEY_MAP["down"]:
paddle2_vel=0
elif key == simplegui.KEY_MAP["w"]:
paddle1_vel=0
elif key == simplegui.KEY_MAP["s"]:
paddle1_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", init, 100)
# start frame
init()
frame.start()