diff options
Diffstat (limited to 'pong')
-rw-r--r-- | pong/Pong.wav | bin | 0 -> 23292 bytes | |||
-rw-r--r-- | pong/ball.py | 33 | ||||
-rw-r--r-- | pong/paddle.py | 33 | ||||
-rwxr-xr-x | pong/pong.py | 227 |
4 files changed, 293 insertions, 0 deletions
diff --git a/pong/Pong.wav b/pong/Pong.wav Binary files differnew file mode 100644 index 0000000..fc00db8 --- /dev/null +++ b/pong/Pong.wav diff --git a/pong/ball.py b/pong/ball.py new file mode 100644 index 0000000..f4e0168 --- /dev/null +++ b/pong/ball.py @@ -0,0 +1,33 @@ +import pygame +from random import randint + +BLACK = (0, 0, 0) + +class Ball(pygame.sprite.Sprite): + #This class represents a car. It derives from the "Sprite" class in Pygame. + + def __init__(self, color, width, height): + # Call the parent class (Sprite) constructor + super().__init__() + + # Pass in the color of the car, and its x and y position, width and height. + # Set the background color and set it to be transparent + self.image = pygame.Surface([width, height]) + self.image.fill(BLACK) + self.image.set_colorkey(BLACK) + + # Draw the ball (a rectangle!) + pygame.draw.rect(self.image, color, [0, 0, width, height]) + + self.velocity = [randint(4,8),randint(-8,8)] + + # Fetch the rectangle object that has the dimensions of the image. + self.rect = self.image.get_rect() + + def update(self): + self.rect.x += self.velocity[0] + self.rect.y += self.velocity[1] + + def bounce(self): + self.velocity[0] = -self.velocity[0] + self.velocity[1] = randint(-8,8) diff --git a/pong/paddle.py b/pong/paddle.py new file mode 100644 index 0000000..25dbcbb --- /dev/null +++ b/pong/paddle.py @@ -0,0 +1,33 @@ +import pygame +BLACK = (0,0,0) + +class Paddle(pygame.sprite.Sprite): + #This class represents a car. It derives from the "Sprite" class in Pygame. + + def __init__(self, color, width, height): + # Call the parent class (Sprite) constructor + super().__init__() + + # Pass in the color of the car, and its x and y position, width and height. + # Set the background color and set it to be transparent + self.image = pygame.Surface([width, height]) + self.image.fill(BLACK) + self.image.set_colorkey(BLACK) + + # Draw the paddle (a rectangle!) + pygame.draw.rect(self.image, color, [0, 0, width, height]) + + # Fetch the rectangle object that has the dimensions of the image. + self.rect = self.image.get_rect() + + def moveUp(self, pixels): + self.rect.y -= pixels + #Check that you are not going too far (off the screen) + if self.rect.y < 0: + self.rect.y = 0 + + def moveDown(self, pixels): + self.rect.y += pixels + #Check that you are not going too far (off the screen) + if self.rect.y > 480-100: + self.rect.y = 480-100 diff --git a/pong/pong.py b/pong/pong.py new file mode 100755 index 0000000..0363f3c --- /dev/null +++ b/pong/pong.py @@ -0,0 +1,227 @@ +#!/usr/bin/python3 +# Import the pygame library and initialise the game engine +import pygame, sys +from paddle import Paddle +from ball import Ball +from pygame.locals import * + +# Open a new window was 700x500 +WIDTH=640 +HEIGHT=480 + +# R G B +WHITE = (255, 255, 255) +GRAY = (185, 185, 185) +BLACK = ( 0, 0, 0) +RED = (155, 0, 0) +LIGHTRED = (175, 20, 20) +GREEN = ( 0, 155, 0) +LIGHTGREEN = ( 20, 175, 20) +BLUE = ( 0, 0, 155) +LIGHTBLUE = ( 20, 20, 175) +YELLOW = (155, 155, 0) +LIGHTYELLOW = (175, 175, 20) + +BORDERCOLOR = BLUE +BGCOLOR = BLACK +TEXTCOLOR = WHITE +TEXTSHADOWCOLOR = GRAY +COLORS = ( BLUE, GREEN, RED, YELLOW) +LIGHTCOLORS = (LIGHTBLUE, LIGHTGREEN, LIGHTRED, LIGHTYELLOW) +assert len(COLORS) == len(LIGHTCOLORS) # each color must have light color + + +def makeTextObjs(text, font, color): + surf = font.render(text, True, color) + return surf, surf.get_rect() + +def terminate(): + pygame.quit() + sys.exit() + +def showTextScreen(text): + # This function displays large text in the + # center of the screen until a key is pressed. + # Draw the text drop shadow + titleSurf, titleRect = makeTextObjs(text, BIGFONT, TEXTSHADOWCOLOR) + titleRect.center = (int(WIDTH / 2), int(HEIGHT / 2)) + screen.blit(titleSurf, titleRect) + + # Draw the text + titleSurf, titleRect = makeTextObjs(text, BIGFONT, TEXTCOLOR) + titleRect.center = (int(WIDTH / 2) - 3, int(HEIGHT / 2) - 3) + screen.blit(titleSurf, titleRect) + + # Draw the additional "Press a key to play." text. + pressKeySurf, pressKeyRect = makeTextObjs('Press a key to play. \'Select\' to quit. \'B\' to reset.', BASICFONT, TEXTCOLOR) + pressKeyRect.center = (int(WIDTH / 2), int(HEIGHT / 2) + 100) + screen.blit(pressKeySurf, pressKeyRect) + + while checkForKeyPress() == None: + pygame.display.update() + clock.tick() + +def checkForKeyPress(): + global scoreA, scoreB + for event in pygame.event.get(): + if event.type == QUIT: #event is quit + terminate() + elif event.type == KEYDOWN: + if event.key == K_ESCAPE: #event is escape key + terminate() + else: + return event.key #key found return with it + elif event.type == JOYBUTTONDOWN or event.type == JOYAXISMOTION: + if (js1.get_button(8) == 1 or js2.get_button(8) == 1): + terminate() + elif (js1.get_button(0) == 1 or js2.get_button(0) == 1): + scoreA=0 + scoreB=0 + return 1 + # no quit or key events in queue so return None + return None + +def main(): + global clock, screen, BASICFONT, BIGFONT, js1, js2 + pygame.init() + pygame.mouse.set_visible(False) + + # Define some colors + BLACK = (0,0,0) + WHITE = (255,255,255) + + BASICFONT = pygame.font.Font('freesansbold.ttf', 18) + BIGFONT = pygame.font.Font('freesansbold.ttf', 100) + + size = (WIDTH, HEIGHT) + screen = pygame.display.set_mode(size, FULLSCREEN) + pygame.display.set_caption("Pong") + effect=pygame.mixer.Sound('Pong.wav') + + #joystick or gamepad init + pygame.joystick.init() + print ("Joystics: ", pygame.joystick.get_count()) + js1 = pygame.joystick.Joystick(0) + js1.init() + js2 = pygame.joystick.Joystick(1) + js2.init() + + paddleA = Paddle(WHITE, 10, 100) + paddleA.rect.x = 20 + paddleA.rect.y = 200 + + paddleB = Paddle(WHITE, 10, 100) + paddleB.rect.x = WIDTH-30 + paddleB.rect.y = 200 + + ball = Ball(WHITE,10,10) + ball.rect.x = int(WIDTH/2-5) + ball.rect.y = 195 + + #This will be a list that will contain all the sprites we intend to use in our game. + all_sprites_list = pygame.sprite.Group() + + # Add the car to the list of objects + all_sprites_list.add(paddleA) + all_sprites_list.add(paddleB) + all_sprites_list.add(ball) + + # The loop will carry on until the user exit the game (e.g. clicks the close button). + carryOn = True + + # The clock will be used to control how fast the screen updates + clock = pygame.time.Clock() + + #Initialise player scores + global scoreA, scoreB + scoreA = 0 + scoreB = 0 + + showTextScreen('Pong') + # -------- Main Program Loop ----------- + while carryOn: + # --- Main event loop + for event in pygame.event.get(): # User did something + if event.type == pygame.QUIT: # If user clicked close + carryOn = False # Flag that we are done so we exit this loop + elif event.type==pygame.KEYDOWN: + if event.key==pygame.K_x: #Pressing the x Key will quit the game + carryOn=False + + #Moving the paddles when the use uses the arrow keys (player A) or "W/S" keys (player B) + """keys = pygame.key.get_pressed() + if keys[pygame.K_w]: + paddleA.moveUp(5) + if keys[pygame.K_s]: + paddleA.moveDown(5) + if keys[pygame.K_UP]: + paddleB.moveUp(5) + if keys[pygame.K_DOWN]: + paddleB.moveDown(5) + """ + + if js1.get_axis(1) < 0: + paddleA.moveUp(5) + if js1.get_axis(1) > 0: + paddleA.moveDown(5) + if js2.get_axis(1) < 0: + paddleB.moveUp(5) + if js2.get_axis(1) > 0: + paddleB.moveDown(5) + if (js1.get_button(8) == 1 or js2.get_button(8) == 1): + terminate() + if (js1.get_button(9) == 1 or js2.get_button(9) == 1): + showTextScreen('-Pause-') + + # --- Game logic should go here + all_sprites_list.update() + + #Check if the ball is bouncing against any of the 4 walls: + if ball.rect.x>=WIDTH-10: + scoreA+=1 + ball.velocity[0] = -ball.velocity[0] + effect.play() + if ball.rect.x<=0: + scoreB+=1 + ball.velocity[0] = -ball.velocity[0] + effect.play() + if ball.rect.y>HEIGHT-10: + ball.velocity[1] = -ball.velocity[1] + effect.play() + if ball.rect.y<0: + ball.velocity[1] = -ball.velocity[1] + effect.play() + + #Detect collisions between the ball and the paddles + if pygame.sprite.collide_mask(ball, paddleA) or pygame.sprite.collide_mask(ball, paddleB): + ball.bounce() + effect.play() + + # --- Drawing code should go here + # First, clear the screen to black. + screen.fill(BLACK) + #Draw the net + pygame.draw.line(screen, WHITE, [int(WIDTH/2), 0], [int(WIDTH/2), HEIGHT], 5) + + #Now let's draw all the sprites in one go. (For now we only have 2 sprites!) + all_sprites_list.draw(screen) + + #Display scores: + font = pygame.font.Font(None, 74) + text = font.render(str(scoreA), 1, WHITE) + screen.blit(text, (int(WIDTH/2-WIDTH/4),10)) + text = font.render(str(scoreB), 1, WHITE) + screen.blit(text, (int(WIDTH/2+WIDTH/4),10)) + + # --- Go ahead and update the screen with what we've drawn. + pygame.display.flip() + + # --- Limit to 60 frames per second + clock.tick(60) + + #Once we have exited the main program loop we can stop the game engine: + pygame.quit() + +if __name__ == '__main__': + main() + |