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project4.py
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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
paddle1_pos = HEIGHT
paddle2_pos = HEIGHT
ball_pos = [WIDTH/2,HEIGHT/2]
ball_vel = [-random.randrange(60, 180)/60,random.randrange(120, 240)/60]
# 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 = [WIDTH/2,HEIGHT/2]
ball_vel[1] = -random.randrange(60, 180)/60
if direction == "RIGHT" :
ball_vel[0] = random.randrange(120, 240)/60
else :
ball_vel[0] = -random.randrange(120, 240)/60
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel
global score1, score2
paddle1_pos = HEIGHT
paddle2_pos = HEIGHT
paddle1_vel = 0
paddle2_vel = 0
score1 = 0
score2 = 0
spawn_ball(0)
def draw(canvas):
global score1, score2, paddle1_vel, paddle2_vel, paddle1_pos, paddle2_pos, 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")
# draw ball
canvas.draw_circle(ball_pos, BALL_RADIUS, 2, "Red", "White")
# draw paddles
canvas.draw_line([0, paddle1_pos - HALF_PAD_HEIGHT], [0, paddle1_pos + HALF_PAD_HEIGHT], 25, "White")
canvas.draw_line([WIDTH, paddle2_pos - HALF_PAD_HEIGHT], [WIDTH, paddle2_pos + HALF_PAD_HEIGHT], 25, "White")
# draw scores
canvas.draw_text(str(score1),[10, 35], 25, "red")
canvas.draw_text(str(score2),[580, 35], 25, "red")
# update paddle's vertical position, keep paddle on the screen
if paddle1_pos < (HALF_PAD_HEIGHT) and paddle1_vel < 0 :
paddle1_vel = 0
if paddle2_pos < (HALF_PAD_HEIGHT) and paddle2_vel < 0 :
paddle2_vel = 0
if paddle1_pos > (HEIGHT - (HALF_PAD_HEIGHT)) and paddle1_vel > 0 :
paddle1_vel = 0
if paddle2_pos > (HEIGHT - (HALF_PAD_HEIGHT)) and paddle2_vel > 0 :
paddle2_vel = 0
paddle1_pos += paddle1_vel
paddle2_pos += paddle2_vel
# update ball
ball_pos[0] += ball_vel[0]
ball_pos[1] += ball_vel[1]
if ball_pos[1] >= (HEIGHT - BALL_RADIUS) or ball_pos[1] <= (BALL_RADIUS) :
ball_vel[1] = -ball_vel[1]
if ball_pos[0] <= (PAD_WIDTH + BALL_RADIUS) :
if ball_pos[1] < (paddle1_pos - HALF_PAD_HEIGHT) or ball_pos[1] > (paddle1_pos + HALF_PAD_HEIGHT) :
spawn_ball("RIGHT")
score2 += 1
else:
ball_vel[0] = -ball_vel[0] * 2.1
if ball_pos[0] >= (WIDTH - PAD_WIDTH - BALL_RADIUS) :
if ball_pos[1] < (paddle2_pos - HALF_PAD_HEIGHT) or ball_pos[1] > (paddle2_pos + HALF_PAD_HEIGHT) :
spawn_ball("LEFT")
score1 += 1
else:
ball_vel[0] = -ball_vel[0] * 2.1
def keydown(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP['w'] :
paddle1_vel = -2
if key == simplegui.KEY_MAP['s'] :
paddle1_vel = 2
if key == simplegui.KEY_MAP['up'] :
paddle2_vel = -2
if key == simplegui.KEY_MAP['down'] :
paddle2_vel = 2
def keyup(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP['w'] or key == simplegui.KEY_MAP['s'] :
paddle1_vel = 0
if key == simplegui.KEY_MAP['up'] or key == simplegui.KEY_MAP['down'] :
paddle2_vel = 0
# 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, 150)
# start frame
new_game()
frame.start()