import pygame import sys # Some constants that we use in the program BACKGROUND_COLOR = (0, 0, 0) # Black background SCREEN_SIZE = (500, 500) # Screen size is 500 x 500 PADDLE_COLOR = (255, 255, 255) # Paddle color is white PADDLE_SIZE = (10, 100) # Paddle size is 10 x 100 BALL_COLOR = (255, 255, 255) # Ball color is white BALL_RADIUS = 10 # Ball radius is 10 pixels PLAYER_START_X_OFFSET = 50 # The amount of pixels the player is away from the wall on the X axis PLAYER_START_Y_OFFSET = 200 # The amount of pixels the player is away from the wall on the Y axis PLAYER_MOVE_SPEED = 400 # The amount the player moves when a key is pressed FRAMERATE = 60 # The target framerate of the game BALL_START_OFFSET = (250, 250) # The location of the ball when the game first starts BALL_INITIAL_DIRECTION = [1, -1.5] # The initial direction of the ball, notice that this is not a tuple BALL_SPEED = 100 # The speed of the ball class Ball: def __init__(self, x, y, direction): self.x = x self.y = y self.direction = direction def bounce_y(self): self.direction[1] = -self.direction[1] def update(self, dt): new_x = self.x + (self.direction[0] * BALL_SPEED * dt) new_y = self.y + (self.direction[1] * BALL_SPEED * dt) # Check for a bounce with the top of the screen, we need to test the top of the ball if new_y - BALL_RADIUS < 0 : new_y = BALL_RADIUS self.bounce_y() # Check for a bounce with the bottom of the screen, we need to test the bottom of the ball elif new_y + BALL_RADIUS >= SCREEN_SIZE[1]: new_y = SCREEN_SIZE[1] - BALL_RADIUS self.bounce_y() self.x = new_x self.y = new_y class Player: def __init__(self, x, y): self.x = x self.y = y # Will move the player on the Y axis but only if it is certain # that the player will not move out of the bounds of the screen def move(self, amount): if self.y + amount >= 0 and self.y + PADDLE_SIZE[1] + amount < SCREEN_SIZE[1]: self.y += amount # This class will represent our game class Game: # This function will be called when the class is first created def __init__(self): pygame.init() self.window = pygame.display.set_mode(SCREEN_SIZE) pygame.display.set_caption("Hello world") self.player1 = Player(PLAYER_START_X_OFFSET, PLAYER_START_Y_OFFSET) self.player2 = Player(SCREEN_SIZE[0] - PLAYER_START_X_OFFSET, PLAYER_START_Y_OFFSET) self.ball = Ball(BALL_START_OFFSET[0], BALL_START_OFFSET[1], BALL_INITIAL_DIRECTION) # Draw one paddle at a given location def draw_paddle(self, location): pygame.draw.rect(self.window, PADDLE_COLOR, (location[0], location[1], PADDLE_SIZE[0], PADDLE_SIZE[1])) # Draw the ball at a given location def draw_ball(self, location): pygame.draw.circle(self.window, BALL_COLOR, location, BALL_RADIUS) # This function will render the contents of the screen def render(self): self.window.fill(BACKGROUND_COLOR) # Draw the two players self.draw_paddle((self.player1.x, self.player1.y)) self.draw_paddle((self.player2.x, self.player2.y)) # Draw the ball self.draw_ball((self.ball.x, self.ball.y)) pygame.display.flip() def start(self): # The main loop will run until the QUIT event is triggered # this event will be triggered by closing the window clock = pygame.time.Clock() while True: # Check for user input # Get a map of all currently pressed keys keys = pygame.key.get_pressed() # Change the movement of the player based on which key is pressed dt = clock.get_time() / 1000 movement = PLAYER_MOVE_SPEED * dt if keys[pygame.K_d]: self.player1.move(movement) elif keys[pygame.K_f]: self.player1.move(-movement) if keys[pygame.K_j]: self.player2.move(movement) elif keys[pygame.K_k]: self.player2.move(-movement) # Loop over all current events and check if the quit event was fired for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() self.ball.update(dt) self.render() clock.tick(FRAMERATE) # Create the game object and start the game game = Game() game.start()