-
Notifications
You must be signed in to change notification settings - Fork 0
/
Pong.py
316 lines (249 loc) · 9.19 KB
/
Pong.py
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
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
from tkinter import Tk, Canvas
import time
import random
import sys, os, pygame
from pygame.locals import *
pygame.init()
def resource_path(relative_path):
try:
# PyInstaller creates a temp folder and stores path in _MEIPASS
base_path = sys._MEIPASS
except Exception:
base_path = os.path.abspath(".")
return os.path.join(base_path, relative_path)
#SOM
som = pygame.mixer.Sound(resource_path('assets/sound/pong_bip.wav'))
#CLASSES
class Vetor():
def __init__(self, x = 0, y = 0):
self.x = x
self.y = y
def __repr__(self):
return "(" + str(self.x) + "," + str(self.y) + ")"
def __add__(self, v2):
v3 = Vetor()
v3.x = v2.x + self.x
v3.y = v2.y + self.y
return v3
def __sub__(self, v2):
v3 = Vetor()
v3.x = self.x - v2.x
v3.y = self.y - v2.y
return v3
def __mul__(self, esc):
v3 = Vetor()
v3.x = self.x * esc
v3.y = self.y * esc
return v3
__rmul__ = __mul__
class Bola():
def __init__(self, pos = Vetor(), vel = Vetor()):
self.pos = pos
self.vel = vel
self.imagem = tela.create_rectangle(self.pos.x - RAIOX, self.pos.y + RAIOY, self.pos.x + RAIOX, self.pos.y - RAIOY, fill = 'white')
def atualizar(self,dt):
dp = self.vel * dt
self.pos += dp
img_pos = Vetor(tela.coords(self.imagem)[0] + RAIOX, tela.coords(self.imagem)[1] + RAIOY)
tela.move(self.imagem, self.pos.x - img_pos.x, self.pos.y - img_pos.y)
def colisao(self):
if (self.pos.y - RAIOY) < 0 or (self.pos.y + RAIOY)> HEIGHT:
self.vel.y *= -1
som.play()
if self.pos.y < HEIGHT/2:
self.pos.y = 0 + RAIOY
if self.pos.y > HEIGHT/2:
self.pos.y = HEIGHT - RAIOY
def colisao_bolada(self,player):
if player.imagem in tela.find_overlapping(self.pos.x - player.lado[0], self.pos.y - RAIOY, self.pos.x + player.lado[0], self.pos.y + RAIOY):
self.vel.x *= -1
som.play()
if player.pos.x > WIDTH/2:
self.pos.x = player.pos.x - player.lado[0] - RAIOX - 1
if player.pos.x < WIDTH/2:
self.pos.x = player.pos.x + player.lado[0] + RAIOX + 1
class Player():
def __init__(self, x):
self.pos = Vetor(x,HEIGHT/2)
self.vel = Vetor()
self.lado = (LADOX, LADOY)
self.score = 0
self.imagem = tela.create_rectangle(self.pos.x - self.lado[0], self.pos.y + self.lado[1], self.pos.x + self.lado[0], self.pos.y - self.lado[1], fill = 'white')
def atualizar(self,dt):
dp = self.vel * dt
self.pos += dp
img_pos = Vetor(tela.coords(self.imagem)[0] + self.lado[0], tela.coords(self.imagem)[1] + self.lado[1])
tela.move(self.imagem, self.pos.x - img_pos.x, self.pos.y - img_pos.y)
def colisao(self):
if (self.pos.y - self.lado[1]) < 0:
self.pos.y = 0 + self.lado[1]
if (self.pos.y + self.lado[1])> HEIGHT:
self.pos.y = HEIGHT - self.lado[1]
janela = Tk()
janela.title('Do Pong ao Portal')
#VARIÁVEIS GLOBAIS
WIDTH = 800
HEIGHT = 600
RAIOX = WIDTH/80
RAIOY = HEIGHT/60
LADOX = WIDTH/128
LADOY = HEIGHT/16
VEL_JOGADOR = 370
SPEED = 400
GAME_DURATION = 30
tempo = [0.0, time.time()]
gameendtimer = time.time() + GAME_DURATION
countdowntext = ''
i = 0
win_message = ''
restart_message = ''
first_exec = True
running = True
def desaparecer():
bola.pos.x= random.randint(100,700)
bola.pos.y = random.randint(100,500)
janela.after(5000,desaparecer)
def animar():
global running
if running == True:
tempo[0] = tempo[1]
tempo[1] = time.time()
dt = tempo[1] - tempo[0]
objetos[2].colisao_bolada(objetos[0])
objetos[2].colisao_bolada(objetos[1])
for ob in objetos:
ob.colisao()
for ob in objetos:
ob.atualizar(dt)
janela.after(1,animar)
def gamecontrol():
global running, score, gameendtimer
if running == True:
if bola.pos.x < 0 or bola.pos.x > WIDTH:
if bola.pos.x < 0:
player2.score += 1
else:
player1.score += 1
tela.delete(score)
del score
score = tela.create_text(WIDTH/2, HEIGHT/10, fill = "white", justify = "center", font = ("Calibri", 70), text = (str(player1.score) + " " + str(player2.score)))
respawn()
if time.time() >= gameendtimer:
gameover()
janela.after(1,gamecontrol)
def gameover():
global running, win_message, restart_message, first_exec
running = False
if first_exec == False:
if player1.score > player2.score:
winnermsg = "PLAYER 1 WINS!"
elif player2.score > player1.score:
winnermsg = "PLAYER 2 WINS!"
else:
winnermsg = "TIE!"
win_message = tela.create_text(WIDTH/2, HEIGHT/2, fill = "white", justify = "center", font = ("Calibri", 70), text = winnermsg)
first_exec = False
restart_message = tela.create_text(WIDTH/2, (3 * HEIGHT)/4, fill = "white", justify = "center", font = ("Calibri", 40), text = "PRESS ENTER TO PLAY")
def restartgame():
global countdowntext, running, win_message, restart_message, i, tempo, gameendtimer, player1, player2, objetos, score
if i == 0:
tela.delete(player1.imagem)
tela.delete(player2.imagem)
objetos.remove(player1)
objetos.remove(player2)
del player1
del player2
player1 = Player(WIDTH/64)
player2 = Player(WIDTH - WIDTH/64)
objetos.append(player1)
objetos.append(player2)
tela.delete(score)
del score
score = tela.create_text(WIDTH/2, HEIGHT/10, fill = "white", justify = "center", font = ("Calibri", 70), text = (str(player1.score) + " " + str(player2.score)))
respawn()
tela.delete(win_message)
tela.delete(restart_message)
countdowntext = tela.create_text(WIDTH/2, HEIGHT/2, fill = "white", justify = "center", font = ("Calibri", 70), text = '3')
tela.after(1000, restartgame)
if i == 1:
tela.delete(countdowntext)
countdowntext = tela.create_text(WIDTH/2, HEIGHT/2, fill = "white", justify = "center", font = ("Calibri", 70), text = '2')
tela.after(1000, restartgame)
if i == 2:
tela.delete(countdowntext)
countdowntext = tela.create_text(WIDTH/2, HEIGHT/2, fill = "white", justify = "center", font = ("Calibri", 70), text = '1')
tela.after(1000, restartgame)
if i == 3:
tela.delete(countdowntext)
countdowntext = tela.create_text(WIDTH/2, HEIGHT/2, fill = "white", justify = "center", font = ("Calibri", 70), text = 'START!')
tela.after(300, restartgame)
if i == 4:
tela.delete(countdowntext)
tempo = [0.0, time.time()]
gameendtimer = time.time() + GAME_DURATION
i = -1
running = True
i += 1
def respawn():
global bola, directions
tela.delete(bola.imagem)
objetos.remove(bola)
del bola
v_unitario = Vetor((random.randint(5,10) * directions[random.randint(0,1)]),random.randint(2,6))
v_unitario *= 1/((v_unitario.x ** 2 + v_unitario.y ** 2) ** 0.5)
bola = Bola(Vetor(WIDTH/2, RAIOY + 1), v_unitario * SPEED)
objetos.append(bola)
#CONTROLES
def input_up(event):
global running
if running == True:
#PLAYER1
if event.char == 'W' or event.char == 'w':
player1.vel.y = 0
if event.char == 'S' or event.char == 's':
player1.vel.y = 0
#PLAYER2
if event.keysym == 'Up':
player2.vel.y = 0
if event.keysym == 'Down':
player2.vel.y = 0
def input_down(event):
global running, countdowntimer, i
if running == True:
#PLAYER1
if event.char == 'W' or event.char == 'w':
player1.vel.y = -1 * VEL_JOGADOR
if event.char == 'S' or event.char == 's':
player1.vel.y = VEL_JOGADOR
#PLAYER2
if event.keysym == 'Up':
player2.vel.y = -1 * VEL_JOGADOR
if event.keysym == 'Down':
player2.vel.y = VEL_JOGADOR
if running == False and i == 0:
if event.keysym == 'Return':
restartgame()
#background
tela = Canvas(janela,width = WIDTH, height = HEIGHT, bg = 'black')
tela.pack()
linha = tela.create_rectangle(WIDTH/2 - WIDTH/128, 0, WIDTH/2 + WIDTH/128, HEIGHT, fill = 'white')
#bola
directions = (1,-1)
v_unitario = Vetor((random.randint(5,10) * directions[random.randint(0,1)]),random.randint(2,6))
v_unitario *= 1/((v_unitario.x ** 2 + v_unitario.y ** 2) ** 0.5)
bola = Bola(Vetor(WIDTH/2, RAIOY + 1), v_unitario * SPEED)
#JOGADORES
player1 = Player(WIDTH/64)
player2 = Player(WIDTH - WIDTH/64)
#ELEMENTOS DE TELA
score = tela.create_text(WIDTH/2, HEIGHT/10, fill = 'white', justify = "center", font = ("Calibri", 70), text = (str(player1.score) + " " + str(player2.score)))
#OBJECTOS
objetos = [player1, player2, bola]
#MAIN LOOP
janela.bind_all('<KeyPress>', input_down)
janela.bind_all('<KeyRelease>', input_up)
gameover()
gamecontrol()
desaparecer()
animar()
janela.mainloop()