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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
LEFT = False
RIGHT = True
ball_vel=[0,0]
ball_pos=[WIDTH/2,HEIGHT/2]
paddle1_pos=(HEIGHT/2)-HALF_PAD_HEIGHT
paddle2_pos=(HEIGHT/2)-HALF_PAD_HEIGHT
paddle1_vel=0
paddle2_vel=0
acc=2
vel=3.5
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,vel # these are vectors stored as lists
ball_pos=[WIDTH/2,HEIGHT/2]
if(direction==True):
ball_vel=[vel,-vel]
elif(direction==False):
ball_vel=[-vel,-vel]
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel # these are numbers
global score1, score2 # these are ints
score1=0
score2=0
vel=3.5
paddle1_pos=(HEIGHT/2)-HALF_PAD_HEIGHT
paddle2_pos=(HEIGHT/2)-HALF_PAD_HEIGHT
spawn_ball(RIGHT)
def draw(canvas):
global vel,score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel,paddle1_vel, paddle2_vel,HALF_PAD_HEIGHT
# 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
if(ball_pos[1]>=(HEIGHT-BALL_RADIUS)):
ball_vel[1]=-ball_vel[1]
elif(ball_pos[1]<=(BALL_RADIUS)):
ball_vel[1]=-ball_vel[1]
#guttter rebound
if(ball_pos[0]<=(PAD_WIDTH+BALL_RADIUS)):
if(ball_pos[1]>=paddle1_pos and ball_pos[1]<=(paddle1_pos+PAD_HEIGHT)):
ball_vel[0]=-ball_vel[0]
vel+=(vel*0.1)
else:
score2+=1
vel=3.5
spawn_ball(RIGHT)
elif(ball_pos[0]>=(WIDTH-BALL_RADIUS-PAD_WIDTH)):
if(ball_pos[1]>=paddle2_pos and ball_pos[1]<=(paddle2_pos+PAD_HEIGHT)):
ball_vel[0]=-ball_vel[0]
vel+=(vel*0.1)
else:
score1+=1
vel=3.5
spawn_ball(LEFT)
ball_pos[0]=ball_pos[0]+ball_vel[0]
ball_pos[1]=ball_pos[1]+ball_vel[1]
# draw ball
canvas.draw_circle(ball_pos,BALL_RADIUS,1,"White","White")
# update paddle's vertical position, keep paddle on the screen
if(paddle1_pos>=0):
paddle1_pos+= paddle1_vel
else:
paddle1_pos=0
if(paddle1_pos<=(HEIGHT-PAD_HEIGHT)):
paddle1_pos+= paddle1_vel
else:
paddle1_pos=HEIGHT-PAD_HEIGHT
if(paddle2_pos>=0):
paddle2_pos+= paddle2_vel
else:
paddle2_pos=0
if(paddle2_pos<=(HEIGHT-PAD_HEIGHT)):
paddle2_pos+= paddle2_vel
else:
paddle2_pos=HEIGHT-PAD_HEIGHT
# draw paddles
canvas.draw_line([PAD_WIDTH,(paddle1_pos+PAD_HEIGHT)],[PAD_WIDTH,paddle1_pos],PAD_WIDTH,"White")
canvas.draw_line([(WIDTH - PAD_WIDTH),(paddle2_pos+PAD_HEIGHT)],[(WIDTH - PAD_WIDTH),paddle2_pos],PAD_WIDTH,"White")
# draw scores
canvas.draw_text(str(score1),[(WIDTH/4),30],20,"White")
canvas.draw_text(str(score2),[((3*WIDTH)/4),30],20,"White")
def keydown(key):
global paddle1_vel, paddle2_vel,acc,paddle1_pos,paddle2_pos,HEIGHT,PAD_HEIGHT
if(key==simplegui.KEY_MAP["s"]):
paddle1_vel+=acc
elif(key==simplegui.KEY_MAP["w"]):
paddle1_vel-=acc
elif(key==simplegui.KEY_MAP["down"]):
paddle2_vel+=acc
elif(key==simplegui.KEY_MAP["up"]):
paddle2_vel-=acc
def keyup(key):
global paddle1_vel, paddle2_vel,acc,paddle1_pos,HEIGHT,PAD_HEIGHT
if(key==simplegui.KEY_MAP["s"]):
paddle1_vel-=acc
elif(key==simplegui.KEY_MAP["w"]):
paddle1_vel+=acc
elif(key==simplegui.KEY_MAP["down"]):
paddle2_vel-=acc
elif(key==simplegui.KEY_MAP["up"]):
paddle2_vel+=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("NEW GAME",new_game)
# start frame
frame.start()