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main.py
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from kivy.app import App
from kivy.uix.widget import Widget
from kivy.properties import NumericProperty, ReferenceListProperty, ObjectProperty
from kivy.vector import Vector
from kivy.clock import Clock
from random import randint
class PongPaddle(Widget):
score = NumericProperty(0)
def bounce_ball(self, ball):
if self.collide_widget(ball):
ball.velocity_x *= -1
class PongBall(Widget):
velocity_x = NumericProperty(0)
velocity_y = NumericProperty(0)
velocity = ReferenceListProperty(velocity_x, velocity_y)
# Latest Position = Current Velocity + Current Position
def move(self):
self.pos = Vector(*self.velocity) + self.pos
class PongGame(Widget):
ball = ObjectProperty(None)
player1 = ObjectProperty(None)
player2 = ObjectProperty(None)
def serve_ball(self):
self.ball.velocity = Vector(4, 0).rotate(randint(0, 360))
def update(self, dt): # Update - move the ball by collecting the move()
self.ball.move()
# bounce off the ball top and bottom
if (self.ball.y < 0) or (self.ball.y > self.height - 50):
self.ball.velocity_y *= -1
# bounce off the ball left and increase the score
if self.ball.x < 0:
self.ball.velocity_x *= -1
self.player1.score += 1
# bounce off the ball right and increase the score
if self.ball.x > self.width - 50:
self.ball.velocity_x *= -1
self.player2.score += 1
self.player1.bounce_ball(self.ball)
self.player2.bounce_ball(self.ball)
def on_touch_move(self, touch):
if touch.x < self.width / 1/4:
self.player1.center_y = touch.y
if touch.x > self.width * 3/4:
self.player2.center_y = touch.y
class PongApp(App):
def build(self):
game = PongGame()
game.serve_ball()
Clock.schedule_interval(game.update, 1.0/60.0)
return game
PongApp().run()