170 lines
4.7 KiB
Python
170 lines
4.7 KiB
Python
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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