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pong.py
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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 = 4
PAD_WIDTH = 8
PAD_HEIGHT = 80
HALF_PAD_WIDTH = PAD_WIDTH / 2
HALF_PAD_HEIGHT = PAD_HEIGHT / 2
LEFT = False
RIGHT = True
ball_pos = [WIDTH/2, HEIGHT/2]
ball_vel = [0,0]
paddle1_pos = [4,0]
paddle1_posend = [4,80]
paddle2_pos = [WIDTH - PAD_WIDTH + 4, 0]
paddle2_posend = [WIDTH - PAD_WIDTH + 4,80]
paddle1_vel = [0,0]
paddle2_vel = [0,0]
redscore = 0
bluescore = 0
paddlespeed = 3
# 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]
vert = random.randrange(60, 180) / 60
hori = random.randrange(120, 240) / 60
if direction == RIGHT:
ball_vel = [hori,-vert]
else:
ball_vel = [-hori,-vert]
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel
global ball_pos, ball_vel, paddle1_pos, paddle1_posend, paddle2_pos, paddle2_posend
global paddlespeed
# these are numbers
global redscore, bluescore # these are ints
redscore = 0
bluescore = 0
paddle1_vel = [0,0]
paddle2_vel = [0,0]
ball_pos = [WIDTH/2, HEIGHT/2]
ball_vel = [0,0]
paddle1_pos = [4,0]
paddle1_posend = [4,80]
paddle2_pos = [WIDTH - PAD_WIDTH + 4, 0]
paddle2_posend = [WIDTH - PAD_WIDTH + 4,80]
paddlespeed=3
spawn_ball(LEFT)
def draw(canvas):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel, paddle1_posend, paddle2_posend
global paddle1_vel, paddle2_vel
global redscore, bluescore, paddlespeed
# 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):
ball_vel[1] = - ball_vel[1]
elif (ball_pos[1]>=(HEIGHT-1-BALL_RADIUS)):
ball_vel[1] = -ball_vel[1]
ball_pos[0] += ball_vel[0]
ball_pos[1] += ball_vel[1]
# draw ball
canvas.draw_circle(ball_pos, BALL_RADIUS, 10, 'Yellow', 'Orange')
# determine whether ball collides with gutter
if (ball_pos[0]<=(PAD_WIDTH + BALL_RADIUS)):
if(ball_pos[1]>(paddle1_pos[1]) and ball_pos[1]<(paddle1_posend[1])):
ball_vel[0] = -(ball_vel[0]+0.1*ball_vel[0])
ball_vel[1] = -(ball_vel[1]+0.1*ball_vel[1])
paddlespeed += 0.1*paddlespeed
else:
bluescore +=1
spawn_ball(RIGHT)
elif (ball_pos[0] >= (WIDTH - PAD_WIDTH - BALL_RADIUS - 1)):
if(ball_pos[1]>(paddle2_pos[1]) and ball_pos[1]<(paddle2_posend[1])):
ball_vel[0] = -(ball_vel[0] + 0.1*ball_vel[0])
ball_vel[1] = (ball_vel[1] + 0.1*ball_vel[1])
paddlespeed += 0.1*paddlespeed
else:
redscore +=1
spawn_ball(LEFT)
# update paddle's vertical position, keep paddle on the screen
if(paddle1_pos[1]+paddle1_vel[1]>=0):
if(paddle1_pos[1] + paddle1_vel[1]<=HEIGHT-PAD_HEIGHT+1):
paddle1_pos[1] += paddle1_vel[1]
if(paddle2_pos[1]+paddle2_vel[1]>=0):
if(paddle2_pos[1] + paddle2_vel[1]<=HEIGHT-PAD_HEIGHT+1):
paddle2_pos[1] += paddle2_vel[1]
# draw paddles
paddle1_posend[1] = paddle1_pos[1] + PAD_HEIGHT
paddle2_posend[1] = paddle2_pos[1] + PAD_HEIGHT
canvas.draw_line(paddle1_pos, paddle1_posend, PAD_WIDTH, 'Red')
canvas.draw_line(paddle2_pos, paddle2_posend, PAD_WIDTH, 'Blue')
canvas.draw_text(str(redscore), (100, 40), 25, 'Red')
canvas.draw_text(str(bluescore), (500, 40), 25, 'Blue')
# determine whether paddle and ball collide
# draw scores
def keydown(key):
global paddle1_vel, paddle2_vel, paddlespeed
if(key == simplegui.KEY_MAP['w']):
paddle1_vel = [0,-paddlespeed]
if(key == simplegui.KEY_MAP['s']):
paddle1_vel = [0,paddlespeed]
if(key == simplegui.KEY_MAP['up']):
paddle2_vel = [0,-paddlespeed]
if(key == simplegui.KEY_MAP['down']):
paddle2_vel = [0,paddlespeed]
def keyup(key):
global paddle1_vel, paddle2_vel
if(key == simplegui.KEY_MAP['w']):
paddle1_vel = [0,0]
if(key == simplegui.KEY_MAP['s']):
paddle1_vel = [0,0]
if(key == simplegui.KEY_MAP['up']):
paddle2_vel = [0,0]
if(key == simplegui.KEY_MAP['down']):
paddle2_vel = [0,0]
def button_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)
button1 = frame.add_button('Restart', button_handler)
# start frame
new_game()
frame.start()