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w4_pong 1.0
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164 lines (131 loc) · 5.34 KB
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# Implementation of classic arcade game Pong
#execute
# http://www.codeskulptor.org/#user23_v8aPFtsV9iCNPcO.py
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
LEFT = False
RIGHT = True
ball_pos = [WIDTH / 2, HEIGHT / 2]
ball_vel = [2,2]
score1 = 0
score2 = 0
paddle1_vel = 0
paddle2_vel = 0
paddle1_pos = [PAD_WIDTH,HEIGHT / 2]
paddle2_pos = [WIDTH - PAD_WIDTH,HEIGHT / 2]
# initialize ball_pos and ball_vel for new ball 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]
#horizontal random.randrange(120, 240) per second with a draw frequency of 60 fps 120/60 = 2
# vertical random.randrange(60, 180)
h = random.randrange(2.0, 4.0)
v = random.randrange(1.0, 3.0)
if direction == RIGHT: #RIGHT-upper right
ball_vel = [h,-v]
elif direction == LEFT:
ball_vel = [-h,-v] #LEFT-upper left
# 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_vel = 0
paddle2_vel = 0
paddle1_pos = [PAD_WIDTH,HEIGHT / 2]
paddle2_pos = [WIDTH - PAD_WIDTH,HEIGHT / 2]
spawn_ball(random.choice([RIGHT,LEFT])) #randon choice of initial direction
def draw(c):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel, paddle1_vel, 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")
# update ball
ball_pos[0] += ball_vel[0]
ball_pos[1] += ball_vel[1]
######Top and botton collision with walls control
if (ball_pos[1] <= BALL_RADIUS) or (ball_pos[1] >= (HEIGHT - BALL_RADIUS)):
ball_vel[1] = - ball_vel[1]
######Gutter and paddle collision control logic
if ( ball_pos[0] - BALL_RADIUS <= PAD_WIDTH): #ball in left gutter or paddle collision
if (ball_pos[1] - BALL_RADIUS >= paddle1_pos[1]- HALF_PAD_HEIGHT) and (ball_pos[1] - BALL_RADIUS <= paddle1_pos[1]+ HALF_PAD_HEIGHT):
ball_vel[0] = - ball_vel[0]
increase_vel()
else: # gutter
score2 += 1
spawn_ball(RIGHT)
if ( (ball_pos[0] + BALL_RADIUS) >= (WIDTH - PAD_WIDTH) ): #ball in right gutter
if (ball_pos[1] + BALL_RADIUS >= paddle2_pos[1]- HALF_PAD_HEIGHT) and (ball_pos[1] + BALL_RADIUS <= paddle2_pos[1]+ HALF_PAD_HEIGHT):
ball_vel[0] = - ball_vel[0]
increase_vel()
else: #gutter
spawn_ball(LEFT)
score1 += 1
# draw ball
c.draw_circle((ball_pos[0], ball_pos[1]), 20, 2,"Red","White")
# update paddle's vertical position, keep paddle on the screen
if (paddle1_pos[1] - HALF_PAD_HEIGHT > 0) and (paddle1_pos[1] + HALF_PAD_HEIGHT < HEIGHT):
paddle1_pos[0] = PAD_WIDTH/2
paddle1_pos[1] += paddle1_vel
elif (paddle1_pos[1] - HALF_PAD_HEIGHT <= 0):
paddle1_vel = 0
paddle1_pos[1] = HALF_PAD_HEIGHT + 1
elif (paddle1_pos[1] + HALF_PAD_HEIGHT >= HEIGHT):
paddle1_vel = 0
paddle1_pos[1] = (HEIGHT - HALF_PAD_HEIGHT) - 1
if (paddle2_pos[1] - HALF_PAD_HEIGHT > 0) and (paddle2_pos[1] + HALF_PAD_HEIGHT < HEIGHT):
paddle2_pos[0] = PAD_WIDTH/2
paddle2_pos[1] += paddle2_vel
elif (paddle2_pos[1] - HALF_PAD_HEIGHT <= 0):
paddle2_vel = 0
paddle2_pos[1] = HALF_PAD_HEIGHT + 1
elif (paddle2_pos[1] + HALF_PAD_HEIGHT >= HEIGHT):
paddle2_vel = 0
paddle2_pos[1] = (HEIGHT - HALF_PAD_HEIGHT) - 1
# draw paddles paddle1_vel, paddle2_vel
c.draw_line([PAD_WIDTH/2, paddle1_pos[1]-HALF_PAD_HEIGHT],[PAD_WIDTH/2,paddle1_pos[1]+HALF_PAD_HEIGHT ], 11, "White")
c.draw_line([WIDTH-PAD_WIDTH/2, paddle2_pos[1]-HALF_PAD_HEIGHT],[WIDTH-PAD_WIDTH/2,paddle2_pos[1]+HALF_PAD_HEIGHT ], 11, "White")
# draw scores
c.draw_text(str(score1), (260, 50), 60, 'White', "monospace")
c.draw_text(str(score2), (310, 50), 60, 'White', "monospace")
def keydown(key):
global paddle1_vel, paddle2_vel
acc = 1
if key==simplegui.KEY_MAP["down"]:
paddle2_vel += acc
elif key==simplegui.KEY_MAP["up"]:
paddle2_vel += -acc
elif key==simplegui.KEY_MAP["s"]:
paddle1_vel += acc
elif key==simplegui.KEY_MAP["w"]:
paddle1_vel += -acc
def keyup(key):
global paddle1_vel, paddle2_vel
##Helper functions
def button_handler():
global score1, score2
score1 = 0
score2 = 0
new_game()
def increase_vel():
global ball_vel
ball_vel[0] += ball_vel[0]*0.1
ball_vel[1] += ball_vel[1]*0.1
# create frame
frame = simplegui.create_frame("Pong", WIDTH, HEIGHT)
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
restart = frame.add_button('Restart', button_handler)
# start frame
new_game()
frame.start()