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MiniProject_Week4.py
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145 lines (110 loc) · 4.52 KB
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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
# 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]
if direction =="RIGHT":
ball_vel = [random.randrange(120, 240),random.randrange(-180,-6)]
ball_vel = [float(i)/60 for i in ball_vel]
else:
ball_vel = [random.randrange(-240, -120),random.randrange(-180,-6)]
ball_vel = [float(i)/60 for i in ball_vel]
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel # these are numbers
global score1, score2 # these are ints
paddle1_pos = [[0+HALF_PAD_WIDTH, 0],[0+HALF_PAD_WIDTH,PAD_HEIGHT]]
paddle2_pos = [[WIDTH - HALF_PAD_WIDTH,0],[WIDTH-HALF_PAD_WIDTH,PAD_HEIGHT]]
paddle1_vel = [0,0]
paddle2_vel = [0,0]
score1 = 0
score2 = 0
spawn_ball(random.choice(["RIGHT","LEFT"]))
def draw(canvas):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel, paddle1_vel, paddle2_vel
global LEFT, RIGHT
# 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_vel[0]
ball_pos[1] += ball_vel[1]
if ball_pos[1] >= HEIGHT-1-BALL_RADIUS or ball_pos[1] <= BALL_RADIUS:
ball_vel[1]=-ball_vel[1]
if ball_pos[0] >= WIDTH-1-BALL_RADIUS-PAD_WIDTH:
if ball_pos[1] >= paddle2_pos[0][1] and ball_pos[1] <= paddle2_pos[1][1]:
ball_vel[0]=-(ball_vel[0]*1.1)
else:
spawn_ball("LEFT")
score1 += 1
if ball_pos[0] <= BALL_RADIUS+PAD_WIDTH:
if ball_pos[1] >= paddle1_pos[0][1] and ball_pos[1] <= paddle1_pos[1][1]:
ball_vel[0]=-(ball_vel[0]*1.1)
else:
spawn_ball("RIGHT")
score2 += 1
# draw ball
canvas.draw_circle(ball_pos, BALL_RADIUS, 2, "Red", "White")
# update paddle's vertical position, keep paddle on the screen
if paddle1_pos[0][1] + paddle1_vel[1] < 0:
paddle1_pos = [[0+HALF_PAD_WIDTH, 0],[0+HALF_PAD_WIDTH,PAD_HEIGHT]]
paddle1_vel = [0,0]
if paddle2_pos[0][1] + paddle2_vel[1] < 0:
paddle2_pos = [[WIDTH - HALF_PAD_WIDTH,0],[WIDTH-HALF_PAD_WIDTH,PAD_HEIGHT]]
paddle2_vel = [0,0]
if paddle1_pos[1][1] + paddle1_vel[1] >= HEIGHT:
paddle1_pos = [[0+HALF_PAD_WIDTH, HEIGHT-1-PAD_HEIGHT],[0+HALF_PAD_WIDTH,HEIGHT-1]]
paddle1_vel = [0,0]
if paddle2_pos[1][1] + paddle2_vel[1] >= HEIGHT:
paddle2_pos = [[WIDTH - HALF_PAD_WIDTH, HEIGHT-1-PAD_HEIGHT],[WIDTH-HALF_PAD_WIDTH, HEIGHT-1]]
paddle2_vel = [0,0]
paddle1_pos[0][1]=paddle1_pos[0][1]+paddle1_vel[1]
paddle1_pos[1][1]=paddle1_pos[1][1]+paddle1_vel[1]
paddle2_pos[0][1]=paddle2_pos[0][1]+paddle2_vel[1]
paddle2_pos[1][1]=paddle2_pos[1][1]+paddle2_vel[1]
# draw paddles
canvas.draw_line(paddle1_pos[0], paddle1_pos[1], PAD_WIDTH, 'White')
canvas.draw_line(paddle2_pos[0], paddle2_pos[1], PAD_WIDTH, 'White')
# draw scores
canvas.draw_text(str(score1), [WIDTH/2-100, HEIGHT/5], 80, 'White')
canvas.draw_text(str(score2), [WIDTH/2+100, HEIGHT/5], 80, 'White')
def keydown(key):
global paddle1_vel, paddle2_vel
acc=1
if key==simplegui.KEY_MAP['s']:
paddle1_vel[1] += acc
if key==simplegui.KEY_MAP['down']:
paddle2_vel[1] += acc
if key==simplegui.KEY_MAP['w']:
paddle1_vel[1] -= acc
if key==simplegui.KEY_MAP['up']:
paddle2_vel[1] -= acc
def keyup(key):
global paddle1_vel, paddle2_vel
pass
def reset_button_handler():
new_game()
# 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.set_canvas_background('Green')
reset_but = frame.add_button('Reset', reset_button_handler)
# start frame
new_game()
frame.start()