-
Notifications
You must be signed in to change notification settings - Fork 0
/
week 4 mini Game Pong.txt
163 lines (128 loc) · 5.29 KB
/
week 4 mini Game Pong.txt
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
http://www.codeskulptor.org/#user43_MwcPsYu8fTrOK0s.py
# 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
PAD_ACC = 5
HALF_PAD_WIDTH = PAD_WIDTH / 2
HALF_PAD_HEIGHT = PAD_HEIGHT / 2
LEFT = False
RIGHT = True
# initialize ball_pos and ball_vel for new bal in middle of table
ball_pos=[0,0]
ball_vel = [0, 0]
paddle1_pos = [PAD_WIDTH/2 , HEIGHT / 2]
paddle2_pos = [WIDTH-PAD_WIDTH/2 , HEIGHT / 2]
paddle1_vel = [0,0]
paddle2_vel = [0,0]
score1 = 0
score2 = 0
# 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_vel = [random.randrange(120, 240)/50, random.randrange(60, 180)/50]
ball_pos =[WIDTH /2, HEIGHT/2]
if (direction == RIGHT):
ball_vel[1] = -ball_vel[1]
elif (direction == LEFT):
ball_vel[0] = -ball_vel[0]
ball_vel[1] = -ball_vel[1]
# define event handlers
def format(score1, score2):
A = score1
B = score2
score = str(A) + " " + str(B)
return score
def new_game():
global ball_vel, ball_pos
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel # these are numbers
global score1, score2 # these are ints
#a random new start to choice
a = random.random()
if a >= 0.5:
spawn_ball(LEFT)
elif a < 0.5:
spawn_ball(RIGHT)
def draw(canvas):
global score1, score2, paddle1_pos, paddle2_pos
global ball_pos, ball_vel
# 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 Postion
ball_pos = [ball_pos[0]+ ball_vel[0], ball_pos[1]+ ball_vel[1]]
if ball_pos[1] <= BALL_RADIUS or ball_pos[1] >= HEIGHT - BALL_RADIUS:
ball_vel[1] = - ball_vel[1] *1.1
if ball_pos[0] <= BALL_RADIUS:
if paddle1_pos[1] -PAD_HEIGHT/2 <= ball_pos[1] <= paddle1_pos[1] + PAD_HEIGHT/2 :
ball_pos[0] = BALL_RADIUS + 1
ball_vel[0] = -ball_vel[0] *1.1
else:
spawn_ball(RIGHT)
score2 = score2 + 1
if ball_pos[0] >= WIDTH - BALL_RADIUS:
if paddle2_pos[1] - PAD_HEIGHT/2 <= ball_pos[1] <= paddle2_pos[1] + PAD_HEIGHT/2 :
ball_pos[0] = WIDTH - BALL_RADIUS - 1
ball_vel [0] = -ball_vel[0] *1.1
else:
spawn_ball(LEFT)
score1 = score1 + 1
# draw ball
canvas.draw_circle(ball_pos, BALL_RADIUS ,1, "White", 'Yellow')
# update paddle's vertical position, keep paddle on the screen
if paddle1_pos[1] <= PAD_HEIGHT/2:# +1 to avoid the bug for stuck at the position
paddle1_pos[1] = PAD_HEIGHT/2 + 1
elif paddle1_pos[1] >= HEIGHT - PAD_HEIGHT/2:
paddle1_pos[1] = HEIGHT - PAD_HEIGHT/2 - 1
elif paddle1_pos[1] > PAD_HEIGHT/2 and paddle1_pos[1] < HEIGHT - PAD_HEIGHT/2:
paddle1_pos[1]= paddle1_pos[1] + paddle1_vel[1]
if paddle2_pos[1] <= PAD_HEIGHT/2:
paddle2_pos[1] = PAD_HEIGHT/2 + 1
elif paddle2_pos[1] >= HEIGHT - PAD_HEIGHT/2:
paddle2_pos[1] = HEIGHT - PAD_HEIGHT/2 - 1
elif paddle2_pos[1] > PAD_HEIGHT/2 and paddle2_pos[1] < HEIGHT - PAD_HEIGHT/2:
paddle2_pos[1]= paddle2_pos[1]+ paddle2_vel[1]
# draw paddles
canvas.draw_line([PAD_WIDTH / 2, paddle1_pos[1]-PAD_HEIGHT/2],
[PAD_WIDTH / 2, paddle1_pos[1]+ PAD_HEIGHT/2],
PAD_WIDTH, "White")
canvas.draw_line([WIDTH - PAD_WIDTH / 2, paddle2_pos[1]-PAD_HEIGHT/2],
[WIDTH - PAD_WIDTH / 2, paddle2_pos[1]+ PAD_HEIGHT/2],
PAD_WIDTH, "White")
# draw scores
canvas.draw_text(format(score1, score2),(120,80),50,"White")
def keydown(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP["down"]:
paddle2_vel[1] = paddle2_vel[1] + PAD_ACC
if key == simplegui.KEY_MAP["up"]:
paddle2_vel[1] = paddle2_vel[1] - PAD_ACC
if key == simplegui.KEY_MAP["s"]:
paddle1_vel[1] = paddle1_vel[1] + PAD_ACC
if key == simplegui.KEY_MAP["w"]:
paddle1_vel[1]= paddle1_vel[1] - PAD_ACC
def keyup(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP["down"]:
paddle2_vel[1] = paddle2_vel[1] - PAD_ACC
if key == simplegui.KEY_MAP["up"]:
paddle2_vel[1] = paddle2_vel[1] + PAD_ACC
if key == simplegui.KEY_MAP["s"]:
paddle1_vel[1] = paddle1_vel[1] - PAD_ACC
if key == simplegui.KEY_MAP["w"]:
paddle1_vel[1] = paddle1_vel[1] + PAD_ACC
# 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()