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pingpong.py
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114 lines (87 loc) · 3.57 KB
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import pygame
import random
import time
pygame.font.init()
WIDTH, HEIGHT = 900, 500
PADDLE_WIDTH = 20
PADDLE_HEIGHT = 70
BALL_DIAMETER = 15
game_font = pygame.font.SysFont('Arial', 35)
SCREEN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Ping - Pong")
player1_score = 0
player2_score = 0
class Paddle(pygame.Rect):
def __init__(self, x, y, width, height, colour) -> None:
super().__init__(x, y, width, height)
self.colour = colour
def draw(self):
pygame.draw.rect(SCREEN, self.colour, self)
class Ball(pygame.Rect):
def __init__(self, x, y, diameter) -> None:
super().__init__(x, y, diameter, diameter)
self.x = x
self.y = y
self.x_vel = 3
self.y_vel = 3
self.direction = random.choice([-1, 1])
self.diameter = diameter
def draw(self):
pygame.draw.circle(SCREEN, "white", (self.x, self.y), int(self.diameter/2))
def move(self):
self.x += (self.x_vel * self.direction)
self.y += (self.y_vel * self.direction)
if (self.y - (self.diameter/2)) < 0 or self.y > HEIGHT - self.diameter:
self.y_vel *= -1
def draw_things(paddle1, paddle2, ball):
img1 = game_font.render(f"{player1_score}", True, "white")
img2 = game_font.render(f"{player2_score}", True, "white")
SCREEN.blit(img1, ((WIDTH//4) - (img1.get_width()//2),0))
SCREEN.blit(img2, ((WIDTH*(3/4)) - (img1.get_width()//2),0))
pygame.draw.line(SCREEN, "WHITE", ((WIDTH//2), 0), ((WIDTH//2), HEIGHT))
paddle1.draw()
paddle2.draw()
ball.draw()
pygame.display.flip()
def handle_movement(paddle1, paddle2, ball):
global player1_score, player2_score
keys = pygame.key.get_pressed()
ball.move()
if keys[pygame.K_w] and paddle1.y > 0:
paddle1.y -= 5
elif keys[pygame.K_s] and paddle1.y < HEIGHT - PADDLE_HEIGHT:
paddle1.y += 5
if keys[pygame.K_UP] and paddle2.y > 0:
paddle2.y -= 5
elif keys[pygame.K_DOWN] and paddle2.y < HEIGHT - PADDLE_HEIGHT:
paddle2.y += 5
if (ball.x - (ball.diameter//2) <= paddle1.right and (ball.y >= paddle1.y and ball.y < paddle1.y + PADDLE_HEIGHT)) or (ball.x + (ball.diameter//2) >= paddle2.left and (ball.y >= paddle2.y and ball.y < paddle2.y + PADDLE_HEIGHT)):
ball.x_vel += 1
ball.x_vel *= -1
if ball.x - (ball.diameter//2) <= 0:
player2_score += 1
time.sleep(1.5)
reset_game_objects()
elif ball.x + (ball.diameter//2) >= WIDTH:
player1_score += 1
time.sleep(1.5)
reset_game_objects()
def reset_game_objects():
global paddle1, paddle2, ball
paddle1 = Paddle(10, int((HEIGHT/2) - (PADDLE_HEIGHT/2)), PADDLE_WIDTH, PADDLE_HEIGHT, "red")
paddle2 = Paddle(870, int((HEIGHT/2) - (PADDLE_HEIGHT/2)), PADDLE_WIDTH, PADDLE_HEIGHT, "blue")
ball = Ball(int(WIDTH/2), int(HEIGHT/2), BALL_DIAMETER)
paddle1 = Paddle(10, int((HEIGHT/2) - (PADDLE_HEIGHT/2)), PADDLE_WIDTH, PADDLE_HEIGHT, "red")
paddle2 = Paddle(870, int((HEIGHT/2) - (PADDLE_HEIGHT/2)), PADDLE_WIDTH, PADDLE_HEIGHT, "blue")
ball = Ball(int(WIDTH/2), int(HEIGHT/2), BALL_DIAMETER)
clock = pygame.time.Clock()
running = True
while running:
clock.tick(60)
SCREEN.fill("black")
draw_things(paddle1, paddle2, ball)
handle_movement(paddle1, paddle2, ball)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.quit()