PynPong/pypong/game_files/game.py

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import math
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import pygame
import pypong
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import random
import time
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SCREEN_SIZE = (800, 600) # Size of the game window
GAME_FPS = 60
GAME_COLOR = (255, 255, 255) # Color of all the sprites on screen
PADDLE_SIZE = (20, 200)
PADDLE_SPEED = 10
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BALL_SIZE = 30
BALL_SPEED = 7
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class Paddle(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.moving_down = False
self.moving_up = False
self.image = pygame.Surface(PADDLE_SIZE)
self.image.fill(GAME_COLOR)
self.rect = self.image.get_rect()
def update(self):
if self.moving_down:
self.rect.y += PADDLE_SPEED
if self.moving_up:
self.rect.y -= PADDLE_SPEED
if self.rect.top < 0:
self.rect.top = 0
if self.rect.bottom > SCREEN_SIZE[1]:
self.rect.bottom = SCREEN_SIZE[1]
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class Ball(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
# Booleans to randomize direction of the ball upon spawning
initial_x_vel_negative = bool(random.getrandbits(1))
initial_y_vel_negative = bool(random.getrandbits(1))
self.x_vel = BALL_SPEED
self.y_vel = BALL_SPEED
if initial_x_vel_negative: # Flip ball speed based on random bools
self.x_vel = -BALL_SPEED
if initial_y_vel_negative:
self.y_vel = -BALL_SPEED
self.image = pygame.Surface((BALL_SIZE, BALL_SIZE), pygame.SRCALPHA)
pygame.draw.circle(self.image, GAME_COLOR, (BALL_SIZE / 2, BALL_SIZE / 2), math.floor(BALL_SIZE / 2.0))
self.rect = self.image.get_rect()
def update(self):
self.rect.centerx += self.x_vel
self.rect.centery += self.y_vel
# Always bounce ball if it hits the top or bottom of the screen
if self.rect.top <= 0:
self.rect.top = 0
self.y_vel *= -1
if self.rect.bottom >= SCREEN_SIZE[1]:
self.rect.bottom = SCREEN_SIZE[1]
self.y_vel *= -1
def game(is_host=True):
"""
Starts the game.
"""
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pygame.init()
window = pygame.display.set_mode(SCREEN_SIZE)
surface = pygame.Surface(SCREEN_SIZE)
# Set title of window
pygame.display.set_caption('PyPong {0}'.format(pypong.__version__))
# Add an icon to the pygame window.
# icon = pygame.image.load('NO ICON YET, WIP').convert_alpha()
# pygame.display.set_icon(icon)
clock = pygame.time.Clock()
# Default game state when the game first starts.
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running = True
# A group of all the sprites on screen. Used to update all sprites at once
all_sprites = pygame.sprite.Group()
# Functions used for drawing the game screen #
def draw():
"""
Draws the main pygame display.
"""
# Draws all the sprites on a black background
all_sprites.update()
surface.fill((0, 0, 0))
all_sprites.draw(surface)
window.blit(surface, surface.get_rect())
# Update the entire display
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pygame.display.flip()
def keyboard_movement(paddle):
for keyboard_event in pygame.event.get():
if keyboard_event.type == pygame.KEYDOWN:
if keyboard_event.key == pygame.K_DOWN:
paddle.moving_down = True
if keyboard_event.key == pygame.K_UP:
paddle.moving_up = True
if keyboard_event.type == pygame.KEYUP:
if keyboard_event.key == pygame.K_DOWN:
paddle.moving_down = False
if keyboard_event.key == pygame.K_UP:
paddle.moving_up = False
# Create the two paddles
host_player = Paddle()
client_player = Paddle()
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host_player.rect.centery = SCREEN_SIZE[1] / 2
client_player.rect.centery = SCREEN_SIZE[1] / 2
client_player.rect.right = SCREEN_SIZE[0] # Move client paddle to other side
all_sprites.add(host_player, client_player)
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paddle_sprites = pygame.sprite.Group()
paddle_sprites.add(host_player, client_player)
# Create the ball
ball = Ball()
ball.rect.centerx = SCREEN_SIZE[0] / 2
# The ball is moved up or down a random amount
ball.rect.centery = (SCREEN_SIZE[1] / 2) + random.randint(-25, 25)
all_sprites.add(ball)
# Create the scoreboard
# host_score = 0
# client_score = 0
draw()
time.sleep(1)
while running:
clock.tick(GAME_FPS)
draw()
if is_host:
keyboard_movement(host_player)
else:
keyboard_movement(client_player)
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# Bounce ball off of paddles
if pygame.sprite.spritecollideany(ball, paddle_sprites):
ball.x_vel *= -1
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def main():
"""
Calls the game() function to start the game.
"""
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game()
pygame.quit()