# Implementation of classic arcade game Pong
# by Sean
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
# function that spawns a ball, returns a position vector and a velocity vector
# if right is True, spawn to the right, else spawn to the left
def ball_init(right):
global ball_pos, ball_vel # these are vectors stored as lists
ball_pos = [WIDTH / 2, HEIGHT / 2]
if right:
balldir = 1
else:
balldir = -1
ball_vel = [random.randrange(120, 240) * balldir / 60, -random.randrange(60, 180) / 60]
# define event handlers
def init():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel # these are floats
global score1, score2 # these are ints
global right
score1 = 0
score2 = 0
paddle1_pos = float(HEIGHT / 2)
paddle2_pos = float(HEIGHT / 2)
paddle1_vel = 0.0
paddle2_vel = 0.0
right = random.choice([True, False])
ball_init(right)
def draw(c):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel, paddle1_vel, paddle2_vel, right
# update paddle's vertical position, keep paddle on the screen
if paddle1_vel < 0:
if paddle1_pos > HALF_PAD_HEIGHT:
paddle1_pos += paddle1_vel
if paddle1_vel > 0:
if paddle1_pos < (HEIGHT - 1) - HALF_PAD_HEIGHT:
paddle1_pos += paddle1_vel
if paddle2_vel < 0:
if paddle2_pos > HALF_PAD_HEIGHT:
paddle2_pos += paddle2_vel
if paddle2_vel > 0:
if paddle2_pos < (HEIGHT - 1) - HALF_PAD_HEIGHT:
paddle2_pos += paddle2_vel
# draw mid line and gutters
c.draw_line([WIDTH / 2, 0],[WIDTH / 2, HEIGHT], 1, "White")
c.draw_line([PAD_WIDTH, 0],[PAD_WIDTH, HEIGHT], 1, "White")
c.draw_line([WIDTH - PAD_WIDTH, 0],[WIDTH - PAD_WIDTH, HEIGHT], 1, "White")
# draw paddles
c.draw_polygon(([0, paddle1_pos - HALF_PAD_HEIGHT], [PAD_WIDTH - 1, paddle1_pos - HALF_PAD_HEIGHT], \
[PAD_WIDTH - 1, paddle1_pos + HALF_PAD_HEIGHT], [0, paddle1_pos + HALF_PAD_HEIGHT]), 2, "White", "White")
c.draw_polygon(([WIDTH - PAD_WIDTH, paddle2_pos - HALF_PAD_HEIGHT], [WIDTH - 1, paddle2_pos - HALF_PAD_HEIGHT], \
[WIDTH - 1, paddle2_pos + HALF_PAD_HEIGHT], [WIDTH - PAD_WIDTH, paddle2_pos + HALF_PAD_HEIGHT]), 2, "White", "White")
# update ball
if ball_pos[1] <= BALL_RADIUS:
ball_vel[1] = -ball_vel[1]
if ball_pos[1] >= (HEIGHT - 1) - BALL_RADIUS:
ball_vel[1] = -ball_vel[1]
if ball_pos[0] <= PAD_WIDTH + BALL_RADIUS:
if paddle1_pos - HALF_PAD_HEIGHT <= ball_pos[1] <= paddle1_pos + HALF_PAD_HEIGHT:
ball_vel[0] = -ball_vel[0]
ball_vel[0] *= 1.1
ball_vel[1] *= 1.1
else:
right = True
ball_init(right)
score2 += 1
if ball_pos[0] >= (WIDTH - 1) - PAD_WIDTH - BALL_RADIUS:
if paddle2_pos - HALF_PAD_HEIGHT <= ball_pos[1] <= paddle2_pos + HALF_PAD_HEIGHT:
ball_vel[0] = -ball_vel[0]
ball_vel[0] *= 1.1
ball_vel[1] *= 1.1
else:
right = False
ball_init(right)
score1 += 1
ball_pos[0] += ball_vel[0]
ball_pos[1] += ball_vel[1]
# draw ball and scores
c.draw_circle(ball_pos, BALL_RADIUS, 2, "White", "White")
c.draw_text(str(score1), [150, 100], 40, "White")
c.draw_text(str(score2), [415, 100], 40, "White")
def keydown(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP["w"]:
paddle1_vel -= 3
elif key == simplegui.KEY_MAP["s"]:
paddle1_vel += 3
elif key == simplegui.KEY_MAP["up"]:
paddle2_vel -= 3
elif key == simplegui.KEY_MAP["down"]:
paddle2_vel += 3
def keyup(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP["up"]:
paddle2_vel += 3
elif key == simplegui.KEY_MAP["down"]:
paddle2_vel -= 3
elif key == simplegui.KEY_MAP["w"]:
paddle1_vel += 3
elif key == simplegui.KEY_MAP["s"]:
paddle1_vel -= 3
# 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", init, 100)
# start frame
init()
frame.start()
转载于:https://my.oschina.net/seandor/blog/88382