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game-build
...
main
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recursive-include pypong *
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recursive-include pynpong *
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# PyPong
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# PynPong
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[![License: GNU GPL v3.0](https://img.shields.io/badge/license-GNU%20GPL%20v3.0-blue)](LICENSE)
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A game of pong made in PyGame, designed to be used over a network connection.
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1
pynpong/__init__.py
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1
pynpong/__init__.py
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__version__ = 'alpha_0.0.1'
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66
pynpong/networking/gui.py
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pynpong/networking/gui.py
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"""
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Starting launcher of the game. This is where you host new games or join other ones.
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"""
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import tkinter as tk
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global running
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def main():
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"""
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Runs the game launcher.
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"""
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main_window = tk.Tk()
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main_window.title('PynPong Launcher')
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main_window.resizable(width=False, height=False)
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main_window.geometry('500x250')
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def quit_launcher():
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"""
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Quits the main menu.
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"""
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global running
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running = False
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def get_games():
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"""
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Refresh the games list.
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"""
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listbox.delete(0, tk.END)
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listbox.insert(0, 'Searching for games...')
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# Networking code will go here eventually
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# Create the top title label
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title_label = tk.Label(text='PynPong Launcher', fg='white', bg='#000040', padx=1, pady=20)
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title_label.pack(side=tk.TOP, fill=tk.BOTH)
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# Create the list of games
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listbox = tk.Listbox(main_window)
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listbox.pack(side=tk.LEFT, expand=True, fill=tk.BOTH)
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# Add scrollbar
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scrollbar = tk.Scrollbar(main_window)
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scrollbar.pack(side=tk.LEFT, fill=tk.Y)
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# Link scrollbar to list of games
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listbox.config(yscrollcommand=scrollbar.set)
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scrollbar.config(command=listbox.yview)
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# Create buttons
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button_frame = tk.Frame(main_window)
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tk.Button(button_frame, text='Host a Game', height=3, width=30).pack()
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tk.Button(button_frame, text='Join Selected Game', height=3, width=30).pack()
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tk.Button(button_frame, text='Refresh Game List', height=2, width=20, command=get_games).pack()
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button_frame.pack(side=tk.RIGHT)
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# Set it so that if the X is pressed the application quits
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main_window.protocol('WM_DELETE_WINDOW', quit_launcher)
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global running
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running = True
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while running:
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main_window.update()
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if __name__ == '__main__':
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main()
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pynpong/networking/host.py
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pynpong/networking/host.py
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import psutil
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class InterfaceInfo:
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"""
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Class used for storing interface information to make it easier to use
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"""
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def __init__(self, interface_name, address, subnet_mask):
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self.interface_name = interface_name
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self.address = address
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self.subnet_mask = subnet_mask
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def __str__(self):
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return '(Interface:{0}, Address:{1}, Subnet Mask:{2})'.format(self.interface_name,
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self.address, self.subnet_mask)
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def __repr__(self):
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return '(Interface:{0}, Address:{1}, Subnet Mask:{2})'.format(self.interface_name,
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self.address, self.subnet_mask)
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def main():
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raw_interface_data = psutil.net_if_addrs()
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interface_data = []
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# Extract needed information from psutil and put it into a InterfaceInfo object
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for interface in raw_interface_data:
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address = (raw_interface_data.get(interface)[0]).address
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subnet_mask = (raw_interface_data.get(interface)[0]).netmask
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interface_data.append(InterfaceInfo(interface, address, subnet_mask))
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print(interface_data)
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if __name__ == '__main__':
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main()
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__version__ = 'alpha_0.0.1'
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"""
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Launch script
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"""
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from pypong.game_files.game import main as game_main
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if __name__ == '__main__':
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game_main()
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import math
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import pygame
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import pypong
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import random
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import time
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SCREEN_SIZE = (800, 600) # Size of the game window
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GAME_FPS = 60
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GAME_COLOR = (255, 255, 255) # Color of all the sprites on screen
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PADDLE_SIZE = (20, 200)
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PADDLE_SPEED = 10
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BALL_SIZE = 30
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BALL_SPEED = 7
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class Paddle(pygame.sprite.Sprite):
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def __init__(self):
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super().__init__()
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self.moving_down = False
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self.moving_up = False
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self.image = pygame.Surface(PADDLE_SIZE)
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self.image.fill(GAME_COLOR)
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self.rect = self.image.get_rect()
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def update(self):
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if self.moving_down:
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self.rect.y += PADDLE_SPEED
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if self.moving_up:
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self.rect.y -= PADDLE_SPEED
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if self.rect.top < 0:
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self.rect.top = 0
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if self.rect.bottom > SCREEN_SIZE[1]:
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self.rect.bottom = SCREEN_SIZE[1]
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class Ball(pygame.sprite.Sprite):
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def __init__(self):
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super().__init__()
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# Booleans to randomize direction of the ball upon spawning
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initial_x_vel_negative = bool(random.getrandbits(1))
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initial_y_vel_negative = bool(random.getrandbits(1))
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self.x_vel = BALL_SPEED
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self.y_vel = BALL_SPEED
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if initial_x_vel_negative: # Flip ball speed based on random bools
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self.x_vel = -BALL_SPEED
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if initial_y_vel_negative:
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self.y_vel = -BALL_SPEED
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self.image = pygame.Surface((BALL_SIZE, BALL_SIZE), pygame.SRCALPHA)
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pygame.draw.circle(self.image, GAME_COLOR, (BALL_SIZE / 2, BALL_SIZE / 2), math.floor(BALL_SIZE / 2.0))
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self.rect = self.image.get_rect()
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def update(self):
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self.rect.centerx += self.x_vel
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self.rect.centery += self.y_vel
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# Always bounce ball if it hits the top or bottom of the screen
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if self.rect.top <= 0:
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self.rect.top = 0
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self.y_vel *= -1
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if self.rect.bottom >= SCREEN_SIZE[1]:
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self.rect.bottom = SCREEN_SIZE[1]
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self.y_vel *= -1
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def game(is_host=True):
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"""
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Starts the game.
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"""
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pygame.init()
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window = pygame.display.set_mode(SCREEN_SIZE)
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surface = pygame.Surface(SCREEN_SIZE)
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# Set title of window
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pygame.display.set_caption('PyPong {0}'.format(pypong.__version__))
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# Add an icon to the pygame window.
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# icon = pygame.image.load('NO ICON YET, WIP').convert_alpha()
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# pygame.display.set_icon(icon)
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clock = pygame.time.Clock()
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# Default game state when the game first starts.
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running = True
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# A group of all the sprites on screen. Used to update all sprites at once
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all_sprites = pygame.sprite.Group()
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# Functions used for drawing the game screen #
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def draw():
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"""
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Draws the main pygame display.
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"""
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# Draws all the sprites on a black background
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all_sprites.update()
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surface.fill((0, 0, 0))
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all_sprites.draw(surface)
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window.blit(surface, surface.get_rect())
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# Update the entire display
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pygame.display.flip()
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def keyboard_movement(paddle):
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for keyboard_event in pygame.event.get():
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if keyboard_event.type == pygame.KEYDOWN:
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if keyboard_event.key == pygame.K_DOWN:
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paddle.moving_down = True
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if keyboard_event.key == pygame.K_UP:
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paddle.moving_up = True
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if keyboard_event.type == pygame.KEYUP:
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if keyboard_event.key == pygame.K_DOWN:
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paddle.moving_down = False
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if keyboard_event.key == pygame.K_UP:
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paddle.moving_up = False
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# Create the two paddles
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host_player = Paddle()
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client_player = Paddle()
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host_player.rect.centery = SCREEN_SIZE[1] / 2
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client_player.rect.centery = SCREEN_SIZE[1] / 2
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client_player.rect.right = SCREEN_SIZE[0] # Move client paddle to other side
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all_sprites.add(host_player, client_player)
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paddle_sprites = pygame.sprite.Group()
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paddle_sprites.add(host_player, client_player)
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# Create the ball
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ball = Ball()
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ball.rect.centerx = SCREEN_SIZE[0] / 2
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# The ball is moved up or down a random amount
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ball.rect.centery = (SCREEN_SIZE[1] / 2) + random.randint(-25, 25)
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all_sprites.add(ball)
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# Create the scoreboard
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# host_score = 0
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# client_score = 0
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draw()
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time.sleep(1)
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while running:
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clock.tick(GAME_FPS)
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draw()
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if is_host:
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keyboard_movement(host_player)
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else:
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keyboard_movement(client_player)
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# Bounce ball off of paddles
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if pygame.sprite.spritecollideany(ball, paddle_sprites):
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ball.x_vel *= -1
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def main():
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"""
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Calls the game() function to start the game.
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"""
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game()
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pygame.quit()
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pygame~=2.1.2
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psutil~=5.9.4
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6
setup.py
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setup.py
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import setuptools
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import pypong
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import pynpong
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with open('requirements.txt') as fh:
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required = fh.read().splitlines()
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setuptools.setup(
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name='PyPong',
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version=pypong.__version__,
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version=pynpong.__version__,
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author='Nicholas Dyer',
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description='A game of pong made in PyGame for play over a local network',
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license='GNU GPL-3.0',
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long_description=long_description,
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long_description_content_type='text/markdown',
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url='https://gitea.citruxx.com/ndyer/PyPong',
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url='https://gitea.citruxx.com/ndyer/PynPong',
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packages=setuptools.find_packages(),
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# https://pypi.org/classifiers/
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classifiers=[
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