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pong_hacky.py
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#PONG pygame
import random
import pygame, sys
from pygame.locals import *
import sys
num_players = sys.argv[1]
pygame.init()
fps = pygame.time.Clock()
# Update_rate
update_rate = 4 #Hz
#colors
WHITE = (255,255,255)
RED = (255,0,0)
GREEN = (0,255,0)
BLACK = (0,0,0)
#globals
kens_acceleration_constant = 1.1
WIDTH = 400
HEIGHT = 600
BALL_RADIUS = 20
PAD_WIDTH = 80
PAD_HEIGHT = 8
HALF_PAD_WIDTH = PAD_WIDTH // 2
HALF_PAD_HEIGHT = PAD_HEIGHT // 2
ball_pos = [0,0]
ball_vel = [0,0]
paddle1_vel = 0
paddle2_vel = 0
l_score = 0
r_score = 0
#canvas declaration
window = pygame.display.set_mode((WIDTH, HEIGHT), 0, 32)
pygame.display.set_caption('Hello World')
# helper function that spawns a ball, returns a position vector and a velocity vector
# if right is True, spawn to the right, else spawn to the left
def ball_init(right):
global ball_pos, ball_vel # these are vectors stored as lists
ball_pos = [WIDTH//2,HEIGHT//2]
horz = random.randrange(1,3)
vert = random.randrange(2,4)
if right == False:
vert = - vert
ball_vel = [-horz,vert]
# define event handlers
def init():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel,l_score,r_score # these are floats
global score1, score2 # these are ints
paddle1_pos = [WIDTH//2,HEIGHT - HALF_PAD_HEIGHT - 1]
paddle2_pos = [WIDTH//2,HALF_PAD_HEIGHT]
l_score = 0
r_score = 0
if random.randrange(0,2) == 0:
ball_init(True)
else:
ball_init(False)
#draw function of canvas
def draw(canvas):
global paddle1_pos, paddle2_pos, ball_pos, ball_vel, l_score, r_score
canvas.fill(BLACK)
pygame.draw.line(canvas, WHITE, [0, HEIGHT//2],[WIDTH, HEIGHT//2], 1)
pygame.draw.line(canvas, WHITE, [0, PAD_HEIGHT],[WIDTH, PAD_HEIGHT], 1)
pygame.draw.line(canvas, WHITE, [0, HEIGHT - PAD_HEIGHT],[WIDTH, HEIGHT - PAD_HEIGHT], 1)
pygame.draw.circle(canvas, WHITE, [WIDTH//2, HEIGHT//2], 70, 1)
#update ball
ball_pos[0] += int(ball_vel[0])
ball_pos[1] += int(ball_vel[1])
# update paddle's horizontal position, keep paddle on the screen
if paddle1_pos[0] > HALF_PAD_WIDTH and paddle1_pos[0] < WIDTH - HALF_PAD_WIDTH:
paddle1_pos[0] += paddle1_vel
elif paddle1_pos[0] == HALF_PAD_WIDTH and paddle1_vel > 0:
paddle1_pos[0] += paddle1_vel
elif paddle1_pos[0] == WIDTH - HALF_PAD_WIDTH and paddle1_vel < 0:
paddle1_pos[0] += paddle1_vel
if num_players == 1:
paddle2_pos[0] = ball_pos[0]
#paddle1_pos[0] = ball_pos[0]
if paddle2_pos[0] > HALF_PAD_WIDTH and paddle2_pos[0] < WIDTH - HALF_PAD_WIDTH:
paddle2_pos[0] += paddle2_vel
elif paddle2_pos[0] == HALF_PAD_WIDTH and paddle2_vel > 0:
paddle2_pos[0] += paddle2_vel
elif paddle2_pos[0] == WIDTH - HALF_PAD_WIDTH and paddle2_vel < 0:
paddle2_pos[0] += paddle2_vel
# Make a perfect computer to play against
paddle2_pos[0] = ball_pos[0]
"""
#update ball
ball_pos[0] += int(ball_vel[0])
ball_pos[1] += int(ball_vel[1])
"""
#draw paddles and ball
pygame.draw.circle(canvas, RED, ball_pos, 20, 0)
pygame.draw.polygon(canvas, GREEN, [[paddle1_pos[0] - HALF_PAD_WIDTH, paddle1_pos[1] - HALF_PAD_HEIGHT], [paddle1_pos[0] - HALF_PAD_WIDTH, paddle1_pos[1] + HALF_PAD_HEIGHT], [paddle1_pos[0] + HALF_PAD_WIDTH, paddle1_pos[1] + HALF_PAD_HEIGHT], [paddle1_pos[0] + HALF_PAD_WIDTH, paddle1_pos[1] - HALF_PAD_HEIGHT]], 0)
pygame.draw.polygon(canvas, GREEN, [[paddle2_pos[0] - HALF_PAD_WIDTH, paddle2_pos[1] - HALF_PAD_HEIGHT], [paddle2_pos[0] - HALF_PAD_WIDTH, paddle2_pos[1] + HALF_PAD_HEIGHT], [paddle2_pos[0] + HALF_PAD_WIDTH, paddle2_pos[1] + HALF_PAD_HEIGHT], [paddle2_pos[0] + HALF_PAD_WIDTH, paddle2_pos[1] - HALF_PAD_HEIGHT]], 0)
#ball collision check on top and bottom walls
if int(ball_pos[0]) <= BALL_RADIUS:
ball_vel[0] = - ball_vel[0]
if int(ball_pos[0]) >= WIDTH + 1 - BALL_RADIUS:
ball_vel[0] = -ball_vel[0]
#ball collison check on gutters or paddles
if int(ball_pos[1]) <= BALL_RADIUS + PAD_HEIGHT and int(ball_pos[0]) in range(paddle2_pos[0] - HALF_PAD_WIDTH,paddle2_pos[0] + HALF_PAD_WIDTH,1):
ball_vel[1] = -ball_vel[1]
ball_vel[1] *= kens_acceleration_constant
ball_vel[0] *= kens_acceleration_constant
elif int(ball_pos[1]) <= BALL_RADIUS + PAD_HEIGHT:
r_score += 1
ball_init(True)
if int(ball_pos[1]) >= HEIGHT + 1 - BALL_RADIUS - PAD_HEIGHT and int(ball_pos[0]) in range(paddle1_pos[0] - HALF_PAD_WIDTH,paddle1_pos[0] + HALF_PAD_WIDTH,1):
ball_vel[1] = -ball_vel[1]
ball_vel[1] *= kens_acceleration_constant
ball_vel[0] *= kens_acceleration_constant
elif int(ball_pos[1]) >= HEIGHT + 1 - BALL_RADIUS - PAD_HEIGHT:
l_score += 1
ball_init(False)
#update scores
myfont1 = pygame.font.SysFont("Comic Sans MS", 20)
label1 = myfont1.render("Score "+str(l_score), 1, (255,255,0))
canvas.blit(label1, (WIDTH//5,20))
myfont2 = pygame.font.SysFont("Comic Sans MS", 20)
label2 = myfont2.render("Score "+str(r_score), 1, (255,255,0))
canvas.blit(label2, (WIDTH//5, HEIGHT - 60))
#keydown handler
def keydown(event):
global paddle1_vel, paddle2_vel
if event.key == K_LEFT:
paddle2_vel = -8
elif event.key == K_RIGHT:
paddle2_vel = 8
elif event.key == K_a:
paddle1_vel = -8
elif event.key == K_d:
paddle1_vel = 8
#keyup handler
def keyup(event):
global paddle1_vel, paddle2_vel
if event.key in (K_a, K_d):
paddle1_vel = 0
elif event.key in (K_LEFT, K_RIGHT):
paddle2_vel = 0
init()
#game loop
frame_counter = 0
frame_reset_count = int(60/update_rate)
while True:
draw(window)
'''for event in pygame.event.get():
if event.type == KEYDOWN:
keydown(event)
elif event.type == KEYUP:
keyup(event)
elif event.type == QUIT:
pygame.quit()
sys.exit()'''
if frame_counter == frame_reset_count:
frame_counter = 0
f = open("hackytransferfile.txt", "r")
try:
move_class = int(f.read())
except:
move_class = 0
if move_class == -1:
paddle1_vel = -8
if move_class == 0:
paddle1_vel = 0
if move_class == 1:
paddle1_vel = 8
f.close()
frame_counter += 1
pygame.display.update()
fps.tick(60)