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234 changes: 101 additions & 133 deletions Pong/Pong.py
Original file line number Diff line number Diff line change
@@ -1,135 +1,103 @@
# Simple Pong game

import turtle # Basic Graphics module
import winsound # For Sound

wn = turtle.Screen()
wn.title("Pong by K G Prajwal") # Window title
wn.bgcolor("black") # Window background
wn.setup(width=800, height=600) # Window size
wn.tracer(0) # Stops window from updating - Speedup

# Scoreboard
score_a = 0
score_b = 0

# Paddle A
paddle_a = turtle.Turtle()
paddle_a.speed(0) # Speed of animation
paddle_a.shape("square") # Set shape as square (default 20x20)
paddle_a.color("white") # Set the color
# Make the square into rectangle
paddle_a.shapesize(stretch_wid=5, stretch_len=1)
paddle_a.penup() # Don't draw continously
paddle_a.goto(-350, 0) # Paddle a starts at 350, left of screen

# Paddle B
paddle_b = turtle.Turtle()
paddle_b.speed(0)
paddle_b.shape("square")
paddle_b.color("white")
paddle_b.shapesize(stretch_wid=5, stretch_len=1)
paddle_b.penup()
paddle_b.goto(350, 0) # Paddle a starts at 350, right of screen


# Ball
ball = turtle.Turtle()
ball.speed(0)
ball.shape("square")
ball.color("white")
ball.penup()
ball.goto(0, 0)
ball.dx = 0.5
ball.dy = 0.5

# Pen - Scoreboard
pen = turtle.Turtle()
pen.speed(0)
pen.color('white')
pen.penup()
pen.hideturtle()
pen.goto(0, 260)
pen.write("Player A: 0 Player B: 0", align="center",
font=("Courier", 24, "normal"))


# Functionality
def paddle_a_up():
y = paddle_a.ycor() # .ycor() return y coordinate
y += 20 # Move up
paddle_a.sety(y)


def paddle_a_down():
y = paddle_a.ycor()
y -= 20 # Move down
paddle_a.sety(y)


def paddle_b_up():
y = paddle_b.ycor()
y += 20
paddle_b.sety(y)


def paddle_b_down():
y = paddle_b.ycor()
y -= 20
paddle_b.sety(y)


# Keyboard binding
wn.listen()
wn.onkeypress(paddle_a_up, "w")
wn.onkeypress(paddle_a_down, "s")
wn.onkeypress(paddle_b_up, "Up")
wn.onkeypress(paddle_b_down, "Down")


# Main game loop
while True:
wn.update() # Update screen everytime loop runs

# Move the ball
ball.setx(ball.xcor() + ball.dx)
ball.sety(ball.ycor() + ball.dy)

# Top & Bottom Border
if ball.ycor() > 290:
ball.sety(290)
ball.dy *= -1 # Reverse the direction of ball
winsound.PlaySound("bounce.wav", winsound.SND_ASYNC)

if ball.ycor() < -290:
ball.sety(-290)
ball.dy *= -1
winsound.PlaySound("bounce.wav", winsound.SND_ASYNC)

# Left & Right Border
if ball.xcor() > 390:
score_a += 1
pen.clear()
pen.write("Player A: {} Player B: {}".format(score_a, score_b), align="center",
font=("Courier", 24, "normal")) # Update score
ball.goto(0, 0)
ball.dx *= -1

if ball.xcor() < -390:
score_b += 1
pen.clear()
pen.write("Player A: {} Player B: {}".format(score_a, score_b), align="center",
font=("Courier", 24, "normal"))
ball.goto(0, 0)
ball.dx *= -1

# Bounce of the paddle
if (ball.xcor() > 340 and ball.xcor() < 350) and (ball.ycor() < paddle_b.ycor() + 40 and ball.ycor() > paddle_b.ycor() - 50):
ball.setx(340)
ball.dx *= -1
winsound.PlaySound("bounce.wav", winsound.SND_ASYNC)

if (ball.xcor() < -340 and ball.xcor() > -350) and (ball.ycor() < paddle_a.ycor() + 40 and ball.ycor() > paddle_a.ycor() - 50):
ball.setx(-340)
ball.dx *= -1
winsound.PlaySound("bounce.wav", winsound.SND_ASYNC)
import pygame
import random

# Initialize Pygame
pygame.init()

# Constants
SCREEN_WIDTH, SCREEN_HEIGHT = 800, 600
PADDLE_WIDTH, PADDLE_HEIGHT = 15, 100
BALL_SIZE = 15
BALL_SPEED_X, BALL_SPEED_Y = 7, 7
FPS = 60

# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)

# Set up the screen
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('Advanced Pong')

# Game objects
paddle1 = pygame.Rect(10, (SCREEN_HEIGHT - PADDLE_HEIGHT) // 2, PADDLE_WIDTH, PADDLE_HEIGHT)
paddle2 = pygame.Rect(SCREEN_WIDTH - PADDLE_WIDTH - 10, (SCREEN_HEIGHT - PADDLE_HEIGHT) // 2, PADDLE_WIDTH, PADDLE_HEIGHT)
ball = pygame.Rect((SCREEN_WIDTH - BALL_SIZE) // 2, (SCREEN_HEIGHT - BALL_SIZE) // 2, BALL_SIZE, BALL_SIZE)

# Initial ball speed and direction
ball_speed_x = BALL_SPEED_X * random.choice((1, -1))
ball_speed_y = BALL_SPEED_Y * random.choice((1, -1))
paddle_speed = 7

# Scoring
score1 = 0
score2 = 0
font = pygame.font.Font(None, 74)

# Clock for controlling FPS
clock = pygame.time.Clock()
running = True

# Game loop
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False

# Paddle movement
keys = pygame.key.get_pressed()
if keys[pygame.K_w] and paddle1.top > 0:
paddle1.y -= paddle_speed
if keys[pygame.K_s] and paddle1.bottom < SCREEN_HEIGHT:
paddle1.y += paddle_speed

# Simple AI for paddle2
if paddle2.centery < ball.centery and paddle2.bottom < SCREEN_HEIGHT:
paddle2.y += paddle_speed
if paddle2.centery > ball.centery and paddle2.top > 0:
paddle2.y -= paddle_speed

# Ball movement
ball.x += ball_speed_x
ball.y += ball_speed_y

# Collision with top and bottom
if ball.top <= 0 or ball.bottom >= SCREEN_HEIGHT:
ball_speed_y *= -1

# Collision with paddles
if ball.colliderect(paddle1) or ball.colliderect(paddle2):
ball_speed_x *= -1

# Scoring
if ball.left <= 0:
score2 += 1
ball = pygame.Rect((SCREEN_WIDTH - BALL_SIZE) // 2, (SCREEN_HEIGHT - BALL_SIZE) // 2, BALL_SIZE, BALL_SIZE)
ball_speed_x = BALL_SPEED_X * random.choice((1, -1))
ball_speed_y = BALL_SPEED_Y * random.choice((1, -1))
if ball.right >= SCREEN_WIDTH:
score1 += 1
ball = pygame.Rect((SCREEN_WIDTH - BALL_SIZE) // 2, (SCREEN_HEIGHT - BALL_SIZE) // 2, BALL_SIZE, BALL_SIZE)
ball_speed_x = BALL_SPEED_X * random.choice((1, -1))
ball_speed_y = BALL_SPEED_Y * random.choice((1, -1))

# Drawing
screen.fill(BLACK)
pygame.draw.rect(screen, WHITE, paddle1)
pygame.draw.rect(screen, WHITE, paddle2)
pygame.draw.ellipse(screen, WHITE, ball)
pygame.draw.aaline(screen, WHITE, (SCREEN_WIDTH // 2, 0), (SCREEN_WIDTH // 2, SCREEN_HEIGHT))

# Display scores
score_text1 = font.render(str(score1), True, WHITE)
screen.blit(score_text1, (320, 10))
score_text2 = font.render(str(score2), True, WHITE)
screen.blit(score_text2, (420, 10))

# Update the display
pygame.display.flip()
clock.tick(FPS)

pygame.quit()