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pong.py
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166 lines (128 loc) · 4.74 KB
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# Implementation of classic arcade game Pong
# 2 players can play this game using 'w' key for upward , 's; key for downward motion of left paddle and up arrow and down arrow key for right paddle.
# on below given link you can play this game
'''
https://py2.codeskulptor.org/#user48_0oKaBdylo2CaPJe.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
L = 1
R = 0
ball_pos = [300, 200]
ball_vel = [1, 1]
score1 = 0
score2 = 0
paddle1_pos = HEIGHT/2
paddle2_pos = HEIGHT/2
paddle1_vel = 0
paddle2_vel = 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 = [300, 200]
if direction == "RIGHT":
ball_vel[0] = 1
ball_vel[1] = - 1
elif direction == "LEFT":
ball_vel[0] = - 1
ball_vel[1] = - 1
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel # these are numbers
global score1, score2, L, R # these are ints
score1, score2 = 0, 0
paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel = 200, 200, 0, 0
k = random.choice(["LEFT", "RIGHT"])
spawn_ball(k)
def keydown(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP["w"]:
paddle1_vel -= 2
elif key == simplegui.KEY_MAP["s"]:
paddle1_vel += 2
if key == simplegui.KEY_MAP["up"]:
paddle2_vel -= 2
elif key == simplegui.KEY_MAP["down"]:
paddle2_vel += 2
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
if key == simplegui.KEY_MAP["up"]:
paddle2_vel = 0
elif key == simplegui.KEY_MAP["down"]:
paddle2_vel = 0
def restart():
return new_game()
def draw(canvas):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel
global paddle1_vel, paddle2_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
ball_pos[0] += ball_vel[0]
ball_pos[1] += ball_vel[1]
if ball_pos[0] == 20 or ball_pos[0] == 580:
ball_vel[0] = - ball_vel[0]
if ball_pos[1] == 20 or ball_pos[1] == 380:
ball_vel[1] = - ball_vel[1]
# draw ball
canvas.draw_circle(ball_pos, 20, 5, "White", "Red")
# update paddle's vertical position, keep paddle on the screen
paddle1_pos += paddle1_vel
paddle2_pos += paddle2_vel
# draw paddles
if 40 < paddle1_pos < 360:
canvas.draw_line([0, paddle1_pos - 40], [0, paddle1_pos + 40], 18, "White")
else:
paddle1_vel = 0
if paddle1_pos <= 40:
paddle1_pos = 40
canvas.draw_line([0, paddle1_pos - 40], [0, paddle1_pos + 40], 18, "White")
elif paddle1_pos >= 360:
paddle1_pos = 360
canvas.draw_line([0, paddle1_pos - 40], [0, paddle1_pos + 40], 18, "White")
if 40 < paddle2_pos < 360:
canvas.draw_line([WIDTH, paddle2_pos - 40], [WIDTH, paddle2_pos + 40], 18, "White")
else:
paddle2_vel = 0
if paddle2_pos <= 40:
paddle2_pos = 40
canvas.draw_line([WIDTH, paddle2_pos - 40], [WIDTH, paddle2_pos + 40], 18, "White")
elif paddle2_pos >= 360:
paddle2_pos = 360
canvas.draw_line([WIDTH, paddle2_pos - 40], [WIDTH, paddle2_pos + 40], 18, "White")
# determine whether paddle and ball collide
if ball_pos[0] == 38 and paddle1_pos - 40 < ball_pos[1] < paddle1_pos + 40:
ball_vel[0] = - ball_vel[0]
if ball_pos[0] == 562 and paddle2_pos - 40 < ball_pos[1] < paddle2_pos + 40:
ball_vel[0] = - ball_vel[0]
# draw scores
if ball_pos[0] == 28 and 0 <= ball_pos[1] <= 400:
score2 += 1
spawn_ball("RIGHT")
if ball_pos[0] == 572 and 0 <= ball_pos[1] <= 400:
score1 += 1
spawn_ball("LEFT")
canvas.draw_text(str(score1),[150, 100], 70, "White")
canvas.draw_text(str(score2),[450, 100], 70, "White")
# create frame
frame = simplegui.create_frame("Pong", WIDTH, HEIGHT)
frame.add_button("RESTART", restart)
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
# start frame
new_game()
frame.start()