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Pong___The_Classic_Arcade_Game.py
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Pong___The_Classic_Arcade_Game.py
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import turtle
win = turtle.Screen()
win.title("Ping Pong")
win.bgcolor("black")
win.setup(width=800, height=600)
# Paddle A
paddle_a = turtle.Turtle()
paddle_a.speed(0)
paddle_a.shape("square")
paddle_a.color("white")
paddle_a.shapesize(stretch_wid=6, stretch_len=1)
paddle_a.penup()
paddle_a.goto(-350, 0)
# Paddle B
paddle_b = turtle.Turtle()
paddle_b.speed(0)
paddle_b.shape("square")
paddle_b.color("white")
paddle_b.shapesize(stretch_wid=6, stretch_len=1)
paddle_b.penup()
paddle_b.goto(350, 0)
# Ball
ball = turtle.Turtle()
ball.speed(1)
ball.shape("square")
ball.color("white")
ball.penup()
ball.goto(0, 0)
ball.dx = 2
ball.dy = -2
# Function to move paddle A up
def paddle_a_up():
y = paddle_a.ycor()
y += 20
paddle_a.sety(y)
# Function to move paddle A down
def paddle_a_down():
y = paddle_a.ycor()
y -= 20
paddle_a.sety(y)
# Function to move paddle B up
def paddle_b_up():
y = paddle_b.ycor()
y += 20
paddle_b.sety(y)
# Function to move paddle B down
def paddle_b_down():
y = paddle_b.ycor()
y -= 20
paddle_b.sety(y)
# Keyboard bindings
win.listen()
win.onkeypress(paddle_a_up, "w")
win.onkeypress(paddle_a_down, "s")
win.onkeypress(paddle_b_up, "Up")
win.onkeypress(paddle_b_down, "Down")
# Main game loop
while True:
win.update()
# Move the ball
ball.setx(ball.xcor() + ball.dx)
ball.sety(ball.ycor() + ball.dy)
# Border collision
if ball.ycor() > 290:
ball.sety(290)
ball.dy *= -1
if ball.ycor() < -290:
ball.sety(-290)
ball.dy *= -1
if ball.xcor() > 390:
ball.goto(0, 0)
ball.dx *= -1
if ball.xcor() < -390:
ball.goto(0, 0)
ball.dx *= -1
# Paddle collision
if (ball.dx > 0) and (350 > ball.xcor() > 340) and (paddle_b.ycor() + 50 > ball.ycor() > paddle_b.ycor() - 50):
ball.color("blue")
ball.dx *= -1
elif (ball.dx < 0) and (-350 < ball.xcor() < -340) and (paddle_a.ycor() + 50 > ball.ycor() > paddle_a.ycor() - 50):
ball.color("red")
ball.dx *= -1
elif (ball.dx > 0) and (350 > ball.xcor() > 340) and (paddle_b.ycor() + 50 < ball.ycor() < paddle_b.ycor() - 50):
ball.goto(0, 0)
ball.dx *= -1
elif (ball.dx < 0) and (-350 < ball.xcor() < -340) and (paddle_a.ycor() + 50 < ball.ycor() < paddle_a.ycor() - 50):
ball.goto(0, 0)
ball.dx *= -1
# Score variables
score_a = 0
score_b = 0
# Score display
score_display = turtle.Turtle()
score_display.speed(0)
score_display.color("white")
score_display.penup()
score_display.hideturtle()
score_display.goto(0, 260)
score_display.write("Player A: 0 Player B: 0", align="center", font=("Courier", 24, "normal"))
# Update the score display
def update_score():
score_display.clear()
score_display.write("Player A: {} Player B: {}".format(score_a, score_b), align="center", font=("Courier", 24, "normal"))
# Update the score when the ball hits a border
if ball.xcor() > 390:
score_a += 1
update_score()
ball.goto(0, 0)
ball.dx *= -1
if ball.xcor() < -390:
score_b += 1
update_score()
ball.goto(0, 0)
ball.dx *= -1