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# Implementation of classic arcade game Pong
try:
import simplegui
except ImportError:
import SimpleGUICS2Pygame.simpleguics2pygame as 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
score1 = 0
score2 = 0
# 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]
if direction == RIGHT:
ball_vel = [random.randrange(120/60, 240/60), -random.randrange(60/60, 180/60)]
else:
ball_vel = [-random.randrange(120/60, 240/60), -random.randrange(60/60, 180/60)]
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel # these are numbers
global score1, score2 # these are ints
paddle1_pos = HEIGHT / 2
paddle2_pos = HEIGHT / 2
paddle1_vel = 0
paddle2_vel = 0
score1 = 0
score2 = 0
spawn_ball(RIGHT)
def draw(canvas):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel
# draw mid line and gutters
canvas.draw_text(str(score1), (230, 60), 50, 'White')
canvas.draw_text(str(score2), (330, 60), 50, 'White')
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")
# draw ball
canvas.draw_circle(ball_pos, BALL_RADIUS, 1, "Red", "White")
# update ball
if ball_pos[1] >= (HEIGHT - BALL_RADIUS) or ball_pos[1] <= BALL_RADIUS:
ball_vel[1] = -ball_vel[1]
#gutter collision
if ball_pos[0] <= (PAD_WIDTH + BALL_RADIUS) and ball_pos[1] >= (paddle1_pos - HALF_PAD_HEIGHT) and ball_pos[1] <= (paddle1_pos + HALF_PAD_HEIGHT):
ball_vel[0] = -ball_vel[0]
#increase ball velocity bu 10%
ball_vel[0] += 0.1 * ball_vel[0]
ball_vel[1] += 0.1 * ball_vel[1]
elif ball_pos[0] >= (WIDTH - PAD_WIDTH - BALL_RADIUS) and ball_pos[1] >= (paddle2_pos - HALF_PAD_HEIGHT) and ball_pos[1] <= (paddle2_pos + HALF_PAD_HEIGHT):
ball_vel[0] = -ball_vel[0]
ball_vel[0] += 0.1 * ball_vel[0]
ball_vel[1] += 0.1 * ball_vel[1]
elif ball_pos[0] >= (WIDTH - PAD_WIDTH - BALL_RADIUS):
score1 += 1
spawn_ball(LEFT)
elif ball_pos[0] <= PAD_WIDTH + BALL_RADIUS:
score2 += 1
spawn_ball(RIGHT)
ball_pos[0] += ball_vel[0]
ball_pos[1] += ball_vel[1]
# draw paddles
canvas.draw_line([WIDTH - HALF_PAD_WIDTH, paddle2_pos - HALF_PAD_HEIGHT],[WIDTH - HALF_PAD_WIDTH, paddle2_pos + HALF_PAD_HEIGHT], PAD_WIDTH, "White")
canvas.draw_line([HALF_PAD_WIDTH, paddle1_pos - HALF_PAD_HEIGHT],[HALF_PAD_WIDTH, paddle1_pos + HALF_PAD_HEIGHT], PAD_WIDTH, "White")
# update paddle's vertical position, keep paddle on the screen
paddle1_pos += paddle1_vel
if paddle1_pos <= HALF_PAD_HEIGHT:
paddle1_pos = HALF_PAD_HEIGHT
if paddle1_pos >= (HEIGHT - HALF_PAD_HEIGHT):
paddle1_pos = (HEIGHT - HALF_PAD_HEIGHT)
paddle2_pos += paddle2_vel
if paddle2_pos <= HALF_PAD_HEIGHT:
paddle2_pos = HALF_PAD_HEIGHT
if paddle2_pos >= (HEIGHT - HALF_PAD_HEIGHT):
paddle2_pos = (HEIGHT - HALF_PAD_HEIGHT)
# determine whether paddle and ball collide
# draw scores
def keydown(key):
global paddle1_vel, paddle2_vel
if simplegui.KEY_MAP["down"] == key:
paddle2_vel = 5
if simplegui.KEY_MAP["up"] == key:
paddle2_vel = -5
if simplegui.KEY_MAP["s"] == key:
paddle1_vel = 5
if simplegui.KEY_MAP["w"] == key:
paddle1_vel = -5
def keyup(key):
global paddle1_vel, paddle2_vel
if simplegui.KEY_MAP["down"] == key:
paddle2_vel = 0
if simplegui.KEY_MAP["up"] == key:
paddle2_vel = 0
if simplegui.KEY_MAP["s"] == key:
paddle1_vel = 0
if simplegui.KEY_MAP["w"] == key:
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", new_game, 100)
# start frame
new_game()
frame.start()