# 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()
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()