作业week4 Pong!
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2022-06-06 08:43:44
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#!/usr/bin/env python
# -*- coding: utf-8 -*-
"""
__title__ = 'Pong'
__author__ = 'Steve'
__mtime__ = '2017/9/27'
"""
# Impelementation of classic arcade game Pong
import SimpleGUICS2Pygame.simpleguics2pygame as simplegui
import random
# initialize globals - pos and vel encode vertical info for paddles
WIDTH = 600
HEIGHT = 400
BALL_RADIUS = 20
PAD_WIDTH = 8
PAD_HEIGHT = 80
HALF_PAD_WIDTH = PAD_WIDTH / 2
HALF_PAD_HEIGHT = PAD_HEIGHT / 2
LEFT = False
RIGHT = True
ball_vel = [0, 0]
ball_pos = [0, 0]
paddle1_pos = HEIGHT / 2 - HALF_PAD_HEIGHT
paddle2_pos = HEIGHT / 2 - HALF_PAD_HEIGHT
paddle1_vel = 0
paddle2_vel = 0
score1 = 0
score2 = 0
# initialize ball_pos and ball_vel for new bal in middle of table
# if direction is RIGHT, the ball's velocity is upper right, else upper left
def spawn_ball(direction):
global ball_pos, ball_vel # these are vectors stored as lists
ball_pos = [WIDTH / 2, HEIGHT / 2]
ball_vel = [random.randrange(3, 5), random.randrange(1, 5)]
if direction == LEFT:
ball_vel[0] = -ball_vel[0]
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel # these are numbers
global score1, score2 # these are ints
score1 = 0
score2 = 0
spawn_ball(random.choice([LEFT, RIGHT]))
def draw(c):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel, paddle1_vel, paddle2_vel
# draw mid line and gutters
c.draw_line([WIDTH / 2, 0], [WIDTH / 2, HEIGHT], 1, "White")
c.draw_line([PAD_WIDTH, 0], [PAD_WIDTH, HEIGHT], 1, "White")
c.draw_line([WIDTH - PAD_WIDTH, 0], [WIDTH - PAD_WIDTH, HEIGHT], 1, "White")
if score1 < 5 and score2 < 5: # 先得5分获胜
# update ball
ball_pos[0] += ball_vel[0]
ball_pos[1] += ball_vel[1]
if (ball_pos[1] <= BALL_RADIUS) or (ball_pos[1] >= HEIGHT - BALL_RADIUS):
ball_vel[1] = -ball_vel[1]
if ball_pos[0] <= BALL_RADIUS:
if paddle1_pos <= ball_pos[1] <= paddle1_pos + PAD_HEIGHT:
ball_vel[0] = -ball_vel[0]
ball_vel[0] = ball_vel[0] * 1.1
ball_vel[1] = ball_vel[1] * 1.1
else:
spawn_ball(LEFT)
score2 += 1
elif ball_pos[0] >= WIDTH - BALL_RADIUS - 1:
if paddle2_pos <= ball_pos[1] <= paddle2_pos + PAD_HEIGHT:
ball_vel[0] = -ball_vel[0]
ball_vel[0] = ball_vel[0] * 1.1
ball_vel[1] = ball_vel[1] * 1.1
else:
spawn_ball(RIGHT)
score1 += 1
# draw ball
c.draw_circle(ball_pos, BALL_RADIUS, 1, "Grey", "White")
else:
if score1 >= 5:
winner = "The left player wins!"
else:
winner = "The right player wins!"
c.draw_polygon([[WIDTH / 2 - 150, HEIGHT / 2 - 100], [WIDTH / 2 + 150, HEIGHT / 2 - 100], [WIDTH / 2 + 150, HEIGHT / 2 - 50], [WIDTH / 2 - 150, HEIGHT / 2 - 50]], 5, "Red", "White")
c.draw_text(winner, [WIDTH / 2 - 115, HEIGHT / 2 - 70], 30, "Red")
# update paddle's vertical position, keep paddle on the screen
paddle1_pos += paddle1_vel
paddle2_pos += paddle2_vel
if paddle1_pos <= 0 or paddle1_pos >= HEIGHT - PAD_HEIGHT:
paddle1_vel = 0
if paddle2_pos <= 0 or paddle2_pos >= HEIGHT - PAD_HEIGHT:
paddle2_vel = 0
# draw paddles
c.draw_polygon([[0, paddle1_pos], [PAD_WIDTH, paddle1_pos], [PAD_WIDTH, paddle1_pos + PAD_HEIGHT],[0, paddle1_pos + PAD_HEIGHT]], 1, "White", "White")
c.draw_polygon([[WIDTH - PAD_WIDTH, paddle2_pos], [WIDTH, paddle2_pos], [WIDTH, paddle2_pos + PAD_HEIGHT], [WIDTH - PAD_WIDTH, paddle2_pos + PAD_HEIGHT]], 1, "White", "White")
# draw scores
c.draw_text((str(score1) + " " + str(score2)), [WIDTH / 2 - 100, HEIGHT / 2 + 20], 80, "White")
def keydown(key):
global paddle1_vel, paddle2_vel
vel = 5
if key == simplegui.KEY_MAP['w']:
paddle1_vel = -vel
elif key == simplegui.KEY_MAP['s']:
paddle1_vel = vel
elif key == simplegui.KEY_MAP['up']:
paddle2_vel = -vel
elif key == simplegui.KEY_MAP['down']:
paddle2_vel = vel
def keyup(key):
global paddle1_vel, paddle2_vel
if key == simplegui.KEY_MAP['w']:
paddle1_vel = 0
elif key == simplegui.KEY_MAP['s']:
paddle1_vel = 0
elif key == simplegui.KEY_MAP['up']:
paddle2_vel = 0
elif key == simplegui.KEY_MAP['down']:
paddle2_vel = 0
def resetgame():
new_game()
# create frame
frame = simplegui.create_frame("Pong", WIDTH, HEIGHT)
frame.set_draw_handler(draw)
frame.set_keyup_handler(keyup)
frame.set_keydown_handler(keydown)
button_res = frame.add_button("Reset", resetgame, 200)
# start frame
new_game()
frame.start()