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Copy pathmain.py
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184 lines (142 loc) · 5.64 KB
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import pygame
import sys
import random
# General setup
pygame.mixer.pre_init(44100, -16, 2, 512)
pygame.init()
clock = pygame.time.Clock()
def ball_animations():
global ball_speed_x, ball_speed_y, player_score, opponent_score, score_time
# Animationg ball
ball.x += ball_speed_x
ball.y += ball_speed_y
# Making the ball bounce around the border
if ball.top <= 0 or ball.bottom >= screen_height:
pygame.mixer.Sound.play(pong_sound)
ball_speed_y *= -1
# Player Score
if ball.left <= 0:
pygame.mixer.Sound.play(score_sound)
player_score += 1
score_time = pygame.time.get_ticks()
# Opponent Score
if ball.left >= screen_width:
pygame.mixer.Sound.play(score_sound)
opponent_score += 1
score_time = pygame.time.get_ticks()
# Colissions
if ball.colliderect(player) and ball_speed_x > 0:
pygame.mixer.Sound.play(pong_sound)
if abs(ball.right - player.left) < 10:
ball_speed_x *= -1
elif abs(ball.bottom - player.top) < 10 and ball_speed_y > 0:
ball_speed_y *= -1
elif abs(ball.top - player.bottom) < 10 and ball_speed_y < 10:
ball_speed_y *= -1
if ball.colliderect(opponent) and ball_speed_x < 0:
pygame.mixer.Sound.play(pong_sound)
if abs(ball.left - opponent.right) < 10:
ball_speed_x *= -1
elif abs(ball.bottom - player.top) < 10 and ball_speed_y > 0:
ball_speed_y *= -1
elif abs(ball.top - player.bottom) < 10 and ball_speed_y < 10:
ball_speed_y *= -1
# return ball_speed_x, ball_speed_y # this method is also applicable
def player_animations():
player.y += player_speed
# This condition ensures that player bar doesn't move outside the screen
if player.top <= 0:
player.top = 0
if player.bottom >= screen_height:
player.bottom = screen_height
def opponent_ai():
if opponent.top < ball.y:
opponent.top += opponent_speed
if opponent.bottom > ball.y:
opponent.bottom -= opponent_speed
if opponent.top <= 0:
opponent.top = 0
if opponent.bottom >= screen_height:
opponent.bottom = screen_height
def ball_start():
global ball_speed_x, ball_speed_y, score_time
current_time = pygame.time.get_ticks()
ball.center = (screen_width/2, screen_height/2)
# print(f"Current time: {current_time}")
# print(f"Score time: {score_time}")
if current_time - score_time < 1000:
number_three = game_font.render("3", False, light_grey)
screen.blit(number_three, (screen_width/2 - 10, screen_height/2 + 20))
if 1000 < current_time - score_time < 2000:
number_two = game_font.render("2", False, light_grey)
screen.blit(number_two, (screen_width/2 - 10, screen_height/2 + 20))
if 2000 < current_time - score_time < 3000:
number_one = game_font.render("1", False, light_grey)
screen.blit(number_one, (screen_width/2 - 10, screen_height/2 + 20))
if current_time - score_time < 3000:
ball_speed_x, ball_speed_y = 0, 0
else:
ball_speed_y = 7 * random.choice((1, -1))
ball_speed_x = 7 * random.choice((1, -1))
score_time = None
# Setting up the main window
screen_width = 1280
screen_height = 960
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("Pong")
# Game Rectangles
ball = pygame.Rect(screen_width/2 - 15, screen_height/2 - 15,30, 30) # placed at the centre of screen
player = pygame.Rect(screen_width - 20, screen_height/2 - 70, 10, 140)
opponent = pygame.Rect(10, screen_height/2 - 70,10, 140)
# Game Color
bg_color = pygame.Color('grey12')
light_grey = (200, 200, 200)
# Speed Var
ball_speed_x = 7 * random.choice((1, -1))
ball_speed_y = 7 * random.choice((1, -1))
player_speed = 0
opponent_speed = 7
# Text variables
player_score = 0
opponent_score = 0
game_font = pygame.font.Font("freesansbold.ttf", 32)
# Score Timer
score_time = True
# Sound
pong_sound = pygame.mixer.Sound("media/pong.ogg")
score_sound = pygame.mixer.Sound("media/score.ogg")
while True:
# Handling input
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
player_speed += 7
if event.key == pygame.K_UP:
player_speed -= 7
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN: # This checks if the released key is the Down arrow key.
player_speed -= 7
if event.key == pygame.K_UP:
player_speed += 7
#ball_animations(ball_speed_x, ball_speed_y) # this is only update the local variables
ball_animations()
player_animations()
opponent_ai()
# Visuals
screen.fill(bg_color)
pygame.draw.rect(screen, light_grey, player)
pygame.draw.rect(screen, light_grey, opponent)
pygame.draw.ellipse(screen, light_grey, ball)
pygame.draw.aaline(screen, light_grey, (screen_width/2,0), (screen_width/2, screen_height)) # Draws the center ling
if score_time:
ball_start()
player_text = game_font.render(f"{player_score}", False, light_grey)
screen.blit(player_text, (660, 470))
opponent_text = game_font.render(f"{opponent_score}", False, light_grey)
screen.blit(opponent_text, (600, 470))
# Updating the window
pygame.display.flip()
clock.tick(60) # this may be the FPS