An Introduction to Interactive Programming in Python 第四课作业 Pong

# 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_pos = [0,0]
ball_vel = [0,0]
paddle1_pos = [HALF_PAD_WIDTH,HEIGHT / 2]
paddle2_pos = [WIDTH - HALF_PAD_WIDTH - 1, HEIGHT / 2]
paddle1_vel = 0
paddle2_vel = 0
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 # these are vectors stored as lists
    ball_pos = [300, 200 + random.randint(-180,180)]
    ball_vel[0] = (1 if direction == 'RIGHT' else -1) * random.randrange(1,4)
    ball_vel[1] = random.choice([-1,1]) * random.randrange(1,4)

# 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
    spawn_ball('RIGHT')

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_pos[0] + ball_vel[0] 
    ball_pos[1] = ball_pos[1] + ball_vel[1]
    if ball_pos[1] <= BALL_RADIUS or ball_pos[1] >= HEIGHT-1-BALL_RADIUS:
        ball_vel[1] = - ball_vel[1]
    if ball_pos[0] <= BALL_RADIUS + PAD_WIDTH:
        if paddle1_pos[1] - HALF_PAD_HEIGHT <= ball_pos[1] <= paddle1_pos[1] + HALF_PAD_HEIGHT:
            ball_vel[0] = - ball_vel[0] * 1.1
            ball_vel[1] = ball_vel[1] * 1.1
        else:
            spawn_ball('LEFT')
            score2 += 1
    elif ball_pos[0] >= WIDTH - 1 - BALL_RADIUS - PAD_WIDTH:
        if paddle2_pos[1] - HALF_PAD_HEIGHT <= ball_pos[1] <= paddle2_pos[1] + HALF_PAD_HEIGHT:
            ball_vel[0] = - ball_vel[0] * 1.1
            ball_vel[1] = ball_vel[1] * 1.1
        else:
            spawn_ball('RIGHT')
            score1 += 1
    # draw ball
    canvas.draw_circle(ball_pos, BALL_RADIUS, 1, 'Red', 'White')
    # update paddle's vertical position, keep paddle on the screen
    paddle1_pos[1] += paddle1_vel
    paddle2_pos[1] += paddle2_vel
    if HALF_PAD_HEIGHT > paddle1_pos[1]:
        paddle1_pos[1] = HALF_PAD_HEIGHT
    elif paddle1_pos[1] > HEIGHT - HALF_PAD_HEIGHT:
        paddle1_pos[1] = HEIGHT - HALF_PAD_HEIGHT
    if HALF_PAD_HEIGHT > paddle2_pos[1]:
        paddle2_pos[1] = HALF_PAD_HEIGHT
    elif paddle2_pos[1] > HEIGHT - HALF_PAD_HEIGHT:
        paddle2_pos[1] = HEIGHT - HALF_PAD_HEIGHT
    # draw paddles
    canvas.draw_polygon([[0,paddle1_pos[1]-HALF_PAD_HEIGHT],[PAD_WIDTH,paddle1_pos[1]-HALF_PAD_HEIGHT],[PAD_WIDTH,paddle1_pos[1]+HALF_PAD_HEIGHT],[0,paddle1_pos[1]+HALF_PAD_HEIGHT]], 1, 'White')
    canvas.draw_polygon([[WIDTH - PAD_WIDTH,paddle2_pos[1]-HALF_PAD_HEIGHT],[600,paddle2_pos[1]-HALF_PAD_HEIGHT],[600,paddle2_pos[1]+HALF_PAD_HEIGHT],[WIDTH - PAD_WIDTH,paddle2_pos[1]+HALF_PAD_HEIGHT]], 1, 'White')
    # draw scores
    canvas.draw_text(str(score1) + ' : ' + str(score2), (270, 50), 25, 'Red')
        
def keydown(key):
    global paddle1_vel, paddle2_vel
    if key == simplegui.KEY_MAP['W']:
        paddle1_vel = -5
    elif key == simplegui.KEY_MAP['s']:
        paddle1_vel = 5
    elif key == simplegui.KEY_MAP['up']:
        paddle2_vel = -5
    elif key == simplegui.KEY_MAP['down']:
        paddle2_vel = 5
   
def keyup(key):
    global paddle1_vel, paddle2_vel
    paddle1_vel = 0
    paddle2_vel = 0

def button_handler():
    new_game()
    
# create frame
frame = simplegui.create_frame("Pong", WIDTH, HEIGHT)
frame.add_button('Restart', button_handler)
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)

# start frame
new_game()
frame.start()

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