lesje-python/pong_7.py
2022-12-06 18:01:23 +01:00

120 lines
4.6 KiB
Python

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()