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#!/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()
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