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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 = 20
PAD_WIDTH = 8
PAD_HEIGHT = 80
HALF_PAD_WIDTH = PAD_WIDTH / 2
HALF_PAD_HEIGHT = PAD_HEIGHT / 2
VEL_OFFSET = 5
# 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(120, 240)/60,
-1 * random.randrange(60, 180)/60]
elif right == False:
ball_vel = [-1 * random.randrange(120, 240)/60,
-1 * random.randrange(60, 180)/60]
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel # these are floats
global score1, score2 # these are ints
paddle1_pos = HEIGHT / 2
paddle2_pos = HEIGHT / 2
paddle1_vel = 0
paddle2_vel = 0
score1 = 0
score2 = 0
ball_init(random.choice((True,False)))
def draw(c):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel
# 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 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
#draw paddle1
c.draw_polygon([(0,paddle1_pos - HALF_PAD_HEIGHT), (0, paddle1_pos + HALF_PAD_HEIGHT)
,(PAD_WIDTH, paddle1_pos + HALF_PAD_HEIGHT),(PAD_WIDTH,paddle1_pos - HALF_PAD_HEIGHT)]
,1, "White", "White")
#draw paddle2
c.draw_polygon([(WIDTH-PAD_WIDTH,paddle2_pos - HALF_PAD_HEIGHT), (WIDTH-PAD_WIDTH, paddle2_pos + HALF_PAD_HEIGHT)
,(WIDTH, paddle2_pos + HALF_PAD_HEIGHT),(WIDTH,paddle2_pos - HALF_PAD_HEIGHT)]
,1, "White", "White")
# collide and reflect off of top side of canvas
if ball_pos[1] <= BALL_RADIUS:
ball_vel[1] = - ball_vel[1]
# collide and reflect off of bottom side of canvas
if ball_pos[1] >= (HEIGHT-1)-BALL_RADIUS:
ball_vel[1] = - ball_vel[1]
# call ball_init(opp)when ball touches left gutter
if ball_pos[0] <= BALL_RADIUS + PAD_WIDTH:
if (paddle1_pos - HALF_PAD_HEIGHT) <= ball_pos[1] <= (paddle1_pos + HALF_PAD_HEIGHT):
ball_vel[0] *= -1.1
ball_vel[1] *= 1.1
else:
score2 += 1
ball_init(True)
# call ball_init(opp)when ball touches right gutter
if ball_pos[0] >= (WIDTH-1)-BALL_RADIUS - PAD_WIDTH:
if (paddle2_pos - HALF_PAD_HEIGHT) <= ball_pos[1] <= (paddle2_pos + HALF_PAD_HEIGHT):
ball_vel[0] *= -1.1
ball_vel[1] *= 1.1
else:
score1 += 1
ball_init(False)
# update ball
ball_pos[0] += ball_vel[0]
ball_pos[1] += ball_vel[1]
# draw ball and scores
c.draw_circle(ball_pos, 20, 1, "Red", "White")
c.draw_text(str(score1),(WIDTH/4,HEIGHT/4), 36, "White")
c.draw_text(str(score2),(WIDTH*3/4,HEIGHT/4), 36, "White")
def keydown(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP["w"]:
paddle1_vel -= VEL_OFFSET
elif key == simplegui.KEY_MAP["s"]:
paddle1_vel += VEL_OFFSET
elif key == simplegui.KEY_MAP["up"]:
paddle2_vel -= VEL_OFFSET
elif key == simplegui.KEY_MAP["down"]:
paddle2_vel += VEL_OFFSET
def keyup(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP["w"]:
paddle1_vel = 0
elif key == simplegui.KEY_MAP["s"]:
paddle1_vel = 0
elif key == simplegui.KEY_MAP["up"]:
paddle2_vel = 0
elif key == simplegui.KEY_MAP["down"]:
paddle2_vel = 0
def reset_button_handler():
new_game()
# create frame
frame = simplegui.create_frame("Pong", WIDTH, HEIGHT)
reset_button = frame.add_button("Reset Game", reset_button_handler)
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
# start frame
frame.start()
#start the game
new_game()