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