Mini-project #4 - Pong

 # Implementation of classic arcade game Pong


import simplegui
import random


# initialize globals - pos and vel encode vertical info for paddles
WIDTH = 600
half_width = WIDTH /2
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 = [WIDTH/2,HEIGHT/2]
ball_vel = [1,1]




paddle_vel = 5
paddle1_vel = 0
paddle2_vel = 0
paddle1_pos = HEIGHT/2
paddle2_pos = HEIGHT/2


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 reverse, if ball's direction is left, keep it
def new_ball(direction):
    global ball_pos, ball_vel, random_number1,random_number2 # these are vectors stored as lists
    
    ball_pos = [WIDTH/2,HEIGHT/2]
    ball_vel[0] = -random.randrange(180,240)/100
    if direction == True:
            ball_vel[0] *= -1
    random_number1 = random.randrange(-120,-100)/100 
    random_number2 = random.randrange(100,120)/100
    ball_vel[1] = random.choice([random_number1,random_number2])
     




# define event handlers, e.g. draw, new_game, keydown, keyup




def draw(canvas):
    global ball_pos,ball_vel,paddle1_pos,paddle2_pos,paddle1_vel,paddle2_vel,paddle_vel,score1,score2
    # 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 pos and velocity
    ball_pos[0] += ball_vel[0]
    ball_pos[1] += ball_vel[1]
    
    if ( ball_pos[0] < half_width and ball_pos[1]>=BALL_RADIUS and ball_pos[1]<=HEIGHT-BALL_RADIUS ):
        ## ball at the left hand side, and ball between y screen
        
        if (ball_pos[0]<=BALL_RADIUS+PAD_WIDTH):
        ## x of ball run out of screen,
                if (ball_pos[1]>paddle1_pos and ball_pos[1]<paddle1_pos+PAD_HEIGHT):
                ## ball hit the paddle
                    ball_vel[0] *= -1                
                else:  ### run our screen, without hit the paddle
                    score2 += 1
                    new_ball(True)
   




    elif ( ball_pos[0] > half_width and  ball_pos[0] < WIDTH and ball_pos[1]>=BALL_RADIUS and ball_pos[1]<=HEIGHT-BALL_RADIUS ):
        ## ball at the right hand side, and ball between y screen
        
        if (ball_pos[0] > WIDTH - BALL_RADIUS - PAD_WIDTH ):
        ## x of ball run out of screen 
                if (ball_pos[1]>paddle2_pos and ball_pos[1]<paddle2_pos+PAD_HEIGHT):
                ## ball hit the paddle
                    ball_vel[0] *= -1                
                else:
                    score1 += 1
                    new_ball(False)   
                    
               
    elif (ball_pos[1]<=BALL_RADIUS or ball_pos[1]>=HEIGHT-BALL_RADIUS):
         ## ball run out of y direction
            ball_vel[1] *= -1
             
    # update paddle pos and velocity
  
            
    if   paddle1_pos <  0:
            paddle1_pos += 1
    elif paddle1_pos > HEIGHT -  PAD_HEIGHT:
            paddle1_pos -= 1
    else:
            paddle1_pos += paddle1_vel
        
    
    if paddle2_pos <  0:
            paddle2_pos += 1
    elif  paddle2_pos > HEIGHT - PAD_HEIGHT:
            paddle2_pos -= 1
    else:
        paddle2_pos += paddle2_vel
            
    
   
    
    
    # draw scores
    canvas.draw_text(str(score1),[WIDTH-365,100],50,"Pink")
    canvas.draw_text(str(score2),[WIDTH-265,100],50,"Pink")
    
    # draw ball
    
    canvas.draw_circle(ball_pos,BALL_RADIUS,1,"White","White")
   
    # draw paddles
   
    canvas.draw_polygon([[0,paddle1_pos],[0,paddle1_pos+PAD_HEIGHT],[PAD_WIDTH,paddle1_pos+PAD_HEIGHT],[PAD_WIDTH,paddle1_pos]],1,"White","White")
    canvas.draw_polygon([[WIDTH,paddle2_pos],[WIDTH,paddle2_pos+PAD_HEIGHT],[WIDTH-PAD_WIDTH,paddle2_pos+PAD_HEIGHT],[WIDTH-PAD_WIDTH,paddle2_pos]],1,"White","White")
        
def new_game():
    global paddle1_pos, paddle2_pos, paddle_vel  # these are numbers
    global score1, score2  # these are ints
    score1 = 0
    score2 = 0
    new_ball(0)
    paddle1_pos = HEIGHT/2
    paddle2_pos = HEIGHT/2
    paddle_vel = 5
    
def keydown(key):  
    
    global paddle1_vel, paddle2_vel, paddle_vel 
    paddle_vel = 5
    
    if key == simplegui.KEY_MAP["w"]:
            paddle1_vel = -paddle_vel
    elif key == simplegui.KEY_MAP["s"]:
            paddle1_vel = paddle_vel  
     
    elif key == simplegui.KEY_MAP["up"]:
            paddle2_vel = -paddle_vel
    elif key == simplegui.KEY_MAP["down"]:
            paddle2_vel = paddle_vel
        
def keyup(key):
    
    
    global paddle1_vel, paddle2_vel, paddle_vel 
    
    
    if key == simplegui.KEY_MAP["w"]:
            paddle1_vel = 0
    elif key == simplegui.KEY_MAP["s"]:
            paddle1_vel = 0
     
    elif key == simplegui.KEY_MAP["up"]:
            paddle2_vel = 0
    elif 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,200)








# start frame
new_game()
frame.start()
    
    
    
    
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