Showing posts with label Game. Show all posts
Showing posts with label Game. Show all posts

Tuesday, November 26, 2013

Mini-Project : Blackjack

Mini-project description - Blackjack

Blackjack is a simple, popular card game that is played in many casinos. Cards in Blackjack have the following values: an ace may be valued as either 1 or 11 (player's choice), face cards (kings, queens and jacks) are valued at 10 and the value of the remaining cards corresponds to their number. During a round of Blackjack, the players plays against a dealer with the goal of building a hand (a collection of cards) whose cards have a total value that is higher than the value of the dealer's hand, but not over 21.  (A round of Blackjack is also sometimes referred to as a hand.)
The game logic for our simplified version of Blackjack is as follows. The player and the dealer are each dealt two cards initially with one of the dealer's cards being dealt faced down (his hole card). The player may then ask for the dealer to repeatedly "hit" his hand by dealing him another card. If, at any point, the value of the player's hand exceeds 21, the player is "busted" and loses immediately. At any point prior to busting, the player may "stand" and the dealer will then hit his hand until the value of his hand is 17 or more. (For the dealer, aces count as 11 unless it causes the dealer's hand to bust). If the dealer busts, the player wins. Otherwise, the player and dealer then compare the values of their hands and the hand with the higher value wins.The dealer wins ties in our version.

Mini-project development process

We suggest you develop your Blackjack game in two phases. The first phase will concentrate on implementing the basic logic of Blackjack while the second phase will focus on building a more full-featured version. In phase one, you will use buttons to control the game and print the state of the game to the console using print statements. In the second phase, you will replace the print statements by drawing images and text on the canvas and add some extra game logic.
In phase one, we will provide testing templates for four of the steps. The templates are designed to check whether your class implementations work correctly. You should copy your class definition into the testing template and compare the console output generated by running the template with the provided output. If the output matches, it is likely that your implementation of the class is correct. DO NOT PROCEED TO THE NEXT STEP UNTIL YOUR CODE WORKS WITH THE PROVIDED TESTING TEMPLATE. Debugging code that uses incorrectly implemented classes is extremely difficult. Avoid this problem by using our provided testing templates.
Phase one
  1. Download the program template for this mini-project and review the class definition for the Card class. This class is already implemented so your task is to familiarize yourself with the code. Start by pasting the Card class definition into the provided testing template and verifying that our implementation works as expected.
  2. Implement the methods __init__, __str__, add_card for the Hand class. We suggest modeling a hand as a list of cards. For help in implementing the __str__ method for hands, refer back to practice exercise number four from last week. Remember to use the string method for cards to convert each card object into a string. Once you have implemented the Hand class, test it using the provided testing template.
  3. Implement the methods for the Deck class listed in the mini-project template. We suggest modeling a deck of cards as list of cards. You can generate this list using a pair of nested for loops or a list comprehension. Remember to use the Card initializer to create your cards. Userandom.shuffle() to shuffle this deck of cards. Once you have implemented the Deck class, test your Deck class using the provided testing template. Remember that the deck is randomized after shuffling, so the output of the testing template should match the output in the comments in form but not in exact value.
  4. Implement the handler for a "Deal" button that shuffles the deck and deals the two cards to both the dealer and the player. The event handlerdeal for this button should shuffle the deck (stored as a global variable), create new player and dealer hands (stored as global variables), and add two cards to each hand. To transfer a card from the deck to a hand, you should use the deal_card method of the Deck class and theadd_card method of Hand class in combination. The resulting hands should be printed to the console with an appropriate message indicating which hand is which.
  5. Implement the get_value method for the Hand class. You should use the provided VALUE dictionary to look up the value of a single card in conjunction with the logic explained in the video lecture for this project to compute the value of a hand. Once you have implemented theget_value method, test it using the provided testing template 
  6. Implement the handler for a "Hit" button. If the value of the hand is less than or equal to 21, clicking this button adds an extra card to player's hand. If the value exceeds 21 after being hit, print "You have busted".
  7. Implement the handler for a "Stand" button. If the player has busted, remind the player that they have busted. Otherwise, repeatedly hit the dealer until his hand has value 17 or more (using a while loop). If the dealer busts, let the player know. Otherwise, compare the value of the player's and dealer's hands. If the value of the player's hand is less than or equal to the dealer's hand, the dealer wins. Otherwise the player has won.Remember the dealer wins ties in our version.
In our version of Blackjack, a hand is automatically dealt to the player and dealer when the program starts. In particular, the program template includes a call to the deal() function during initialization. At this point, we would suggest testing your implementation of Blackjack extensively.
Phase two
In the second phase of your implementation, you will add five features. For those involving drawing with global variables, remember to initialize these variables to appropriate values (like creating empty hands for the player and dealer) just before starting the frame.  
  1. Implement your own draw method for the Hand class using the draw method of the Card class. We suggest drawing a hand as a horizontal sequence of cards where the parameter pos is the position of the upper left corner of the leftmost card. To simplify your code, you may assume that only the first five cards of a player's hand need to be visible on the canvas.
  2. Replace printing in the console by drawing text messages on the canvas. We suggest adding a global outcome string that is drawn in the draw handler using draw_text. These messages should prompt the player to take some require action and have a form similar to "Hit or stand?" and "New deal?". Also, draw the title of the game, "Blackjack", somewhere on the canvas.
  3. Add logic using the global variable in_play that keeps track of whether the player's hand is still being played. If the round is still in play, you should draw an image of the back of a card (provided in the template) over the dealer's first (hole) card to hide it. Once the round is over, the dealer's hole card should be displayed.
  4. Add a score counter that keeps track of wins and losses for your Blackjack session. In the simplest case (see our demo), the program displays wins minus losses. However, you are welcome to implement a more sophisticated betting/scoring system.
  5. Modify the logic for the "Deal" button to create and shuffle a new deck (or restock and shuffle an existing deck) each time the "Deal" button is clicked. This change avoids the situation where the deck becomes empty during play.
  6. Finally, modify the deal function such that, if the "Deal" button is clicked during the middle of a round, the program reports that the player lost the round and updates the score appropriately.
Congratulations! You have just built Blackjack. To wrap things up, please review the demo of our version of Blackjack in the Blackjack video lecture to ensure that your version has full functionality.

CODE :

# Mini-project #6 - Blackjack

import simplegui
import random

# load card sprite - 949x392 - source: jfitz.com
CARD_SIZE = (73, 98)
CARD_CENTER = (36.5, 49)
card_images = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/cards.jfitz.png")

CARD_BACK_SIZE = (71, 96)
CARD_BACK_CENTER = (35.5, 48)
card_back = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/card_back.png")

# initialize global variables
in_play = False
message = ""
outcome = ""
score = 0
popped = []
player = []
dealer = []
deck = []

# define globals for cards
SUITS = ('C', 'S', 'H', 'D')
RANKS = ('A', '2', '3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K')
VALUES = {'A':1, '2':2, '3':3, '4':4, '5':5, '6':6, '7':7, '8':8, '9':9, 'T':10, 'J':10, 'Q':10, 'K':10}

# Card class. Hand class calls this draw method for rendering card images onto canvas
class Card:
    def __init__(self, suit, rank):
        if (suit in SUITS) and (rank in RANKS):
            self.suit = suit
            self.rank = rank
        else:
            self.suit = None
            self.rank = None

    def __str__(self):
        return self.suit + self.rank

    def get_suit(self):
        return self.suit

    def get_rank(self):
        return self.rank

    def draw(self, canvas, pos):
        card_loc = (CARD_CENTER[0] + CARD_SIZE[0] * RANKS.index(self.rank), 
                    CARD_CENTER[1] + CARD_SIZE[1] * SUITS.index(self.suit))
        canvas.draw_image(card_images, card_loc, CARD_SIZE, [pos[0] + CARD_CENTER[0], pos[1] + CARD_CENTER[1]], CARD_SIZE)
        
# Hand class used for adding card objects from Deck() and for getting the value of hands
class Hand:
    def __init__(self):
        self.player_hand = []

    def __str__(self):
        s = ''
        for c in self.player_hand:
            s = s + str(c) + ' '
        return s

    def add_card(self, card):
        self.player_hand.append(card)
        return self.player_hand

    def get_value(self):
        value = 0
        for card in self.player_hand:
            rank = card.get_rank()
            value = value + VALUES[rank]
        for card in self.player_hand:
            rank = card.get_rank()    
            if rank == 'A' and value <= 11:
                value += 10
        return value
    
    def draw(self, canvas, p):
        pos = p
        for card in self.player_hand:
            card.draw(canvas, p)
            pos[0] = pos[0] + 90
        if in_play == True:
            canvas.draw_image(card_back, CARD_BACK_CENTER, CARD_BACK_SIZE, [115.5,184], CARD_BACK_SIZE)
        
# Deck class used for re-shuffling between hands and giving card objects to Hand as called
class Deck:
    def __init__(self):
        popped = []
        self.cards = [Card(suit, rank) for suit in SUITS for rank in RANKS]
        self.shuffle()
        
    def __str__(self):
        s = ''
        for c in self.cards:
            s = s + str(c) + ' '
        return s

    def shuffle(self):
        random.shuffle(self.cards)

    def deal_card(self):
        popped = self.cards.pop(0)
        return popped
    
def deal():
    # deal function deals initial hands and adjusts message.
    global in_play, player, dealer, deck, message, score, outcome
    if in_play == True:
        # if player clicks Deal button during a hand, player loses hand in progress
        message = "Here is the new hand"
        score -= 1
        deck = Deck()
        player = Hand()
        dealer = Hand()
        player.add_card(deck.deal_card())
        dealer.add_card(deck.deal_card())
        player.add_card(deck.deal_card())
        dealer.add_card(deck.deal_card())
    if in_play == False:
        # starts a new hand
        deck = Deck()
        player = Hand()
        dealer = Hand()
        player.add_card(deck.deal_card())
        dealer.add_card(deck.deal_card())
        player.add_card(deck.deal_card())
        dealer.add_card(deck.deal_card())
        message = "New Hand. Hit or Stand?"
    in_play = True
    outcome = ""

def hit():
    # deals player a new hand and ends hand if it causes a bust.
    global in_play, score, message
    if in_play == True:
        player.add_card(deck.deal_card())
        message = "Hit or Stand?"
        if player.get_value() > 21:
            in_play = False
            message = "Player busted! You Lose! Play again?"
            score -= 1
            outcome = "Dealer: " + str(dealer.get_value()) + "  Player: " + str(player.get_value())

def stand():
    # hits dealer until >=17 or busts. Determines winner of hand and adjusts score, game state, and messages
    global in_play, score, message, outcome
    if in_play == False:
        message = "The hand is already over. Deal again."
    else:
        while dealer.get_value() < 17:
            dealer.add_card(deck.deal_card())
        if dealer.get_value() > 21:
            message = "Dealer busted. You win! Play again?"
            score += 1
            in_play = False
            
        elif dealer.get_value() > player.get_value():
            message = "Dealer wins! Play again?"
            score -= 1
            in_play = False
        
        elif dealer.get_value() == player.get_value():
            message = "Tie! Dealer wins! Play again?"
            score -= 1
            in_play = False
        
        elif dealer.get_value() < player.get_value():
            message = "You win! Play again?"
            score += 1
            in_play = False
            
        outcome = "Dealer: " + str(dealer.get_value()) + "  Player: " + str(player.get_value())
        
def exit():
    frame.stop()
    
# draw handler
def draw(canvas):
    canvas.draw_text("Blackjack", [270,50], 48, "Yellow")
    canvas.draw_text("Score : " + str(score), [80,520], 36, "Black")
    canvas.draw_text("Dealer :", [80,110], 30, "Black")
    canvas.draw_text("Player :", [80,300], 30, "Black")
    canvas.draw_text(message, [200,480], 26, "Black")
    canvas.draw_text(outcome, [80,560], 28, "White")
    dealer.draw(canvas, [80,135])
    player.draw(canvas, [80,325])
    

# initialization frame
frame = simplegui.create_frame("Blackjack", 700, 600)
frame.set_canvas_background("Green")

# buttons and canvas callback
frame.add_button("Deal", deal, 200)
frame.add_button("Hit", hit, 200)
frame.add_button("Stand", stand, 200)
frame.add_button("Exit", exit, 200)
frame.set_draw_handler(draw)

# deals initial hand
deal()

# get things rolling
frame.start()


OUTPUT :



Saturday, November 16, 2013

Mini-project # 5: Memory - Card Game

Mini-project development process

As usual, we suggest that you start from the program template for this mini-project.
  1. Model the deck of cards used in Memory as a list consisting of 16 numbers with each number lying in the range [0,8) and appearing twice. We suggest that you create this list by concatenating two list with range [0,8) together. Use the Docs to locate the list concatenation operator.
  2. Write a draw handler that iterates through the Memory deck using a for loop and uses draw_text to draw the number associated with each card on the canvas. The result should be a horizontal sequence of evenly-spaced numbers drawn on the canvas.
  3. Shuffle the deck using random.shuffle(). Remember to debug your canvas drawing code before shuffling to make debugging easier.
  4. Next, modify the draw handler to either draw a blank green rectangle or the card's value. To implement this behavior, we suggest that you create a second list called exposed. In the exposed list, the ith entry should be True if the ith card is face up and its value is visible or False if the ith card is face down and it's value is hidden. We suggest that you initialize exposed to some known values while testing your drawing code with this modification.
  5. Now, add functionality to determine which card you have clicked on with your mouse. Add an event handler for mouse clicks that takes the position of the mouse click and prints the index of the card that you have clicked on to the console. To make determining which card you have clicked on easy, we suggest sizing the canvas so that the sequence of cards entirely fills the canvas.
  6. Modify the event handler for mouse clicks to flip cards based on the location of the mouse click. If the player clicked on the ith card, you can change the value of exposed[i] from False to TrueIf the card is already exposed, you should ignore the mouseclick. At this point, the basic infrastructure for Memory is done.
  7. You now need to add game logic to the mouse click handler for selecting two cards and determining if they match. We suggest following the game logic in the example code discussed in the Memory video. State 0 corresponds to the start of the game. In state 0, if you click on a card, that card is exposed, and you switch to state 1. State 1 corresponds to a single exposed unpaired card. In state 1, if you click on an unexposed card, that card is exposed and you switch to state 2. State 2 corresponds to the end of a turn. In state 2, if you click on an unexposed card, that card is exposed and you switch to state 1.
  8. Note that in state 2, you also have to determine if the previous two cards are paired or unpaired. If they are unpaired, you have to flip them back over so that they are hidden before moving to state 1. We suggest that you use two global variables to store the index of each of the two cards that were clicked in the previous turn.
  9. Add a counter that keeps track of the number of turns and uses set_text to update this counter as a label in the control panel. (BTW, Joe's record is 12 turns.)  This counter should be incremented after either the first or second card is flipped during a turn.
  10. Finally, implement the new_game() function (if you have not already) so that the "Reset" button reshuffles the cards, resets the turn counter and restarts the game. All cards should start the game hidden.
  11. (Optional) You may replace the draw_text for each card by a draw_image that uses one of eight different images.
Once the run button is clicked in CodeSkulptor, the game should start. You should not have to hit the "Reset" button to start. Once the game is over, you should hit the "Reset" button to restart the game. 
While this project may seem daunting at first glance, our full implementation took well under 100 lines with comments and spaces. If you feel a little bit intimidated, focus on developing your project to step six. Our experience is that, at this point, you will begin to see your game come together and the going will get much easier.

CODE :

# mini-project #5 : Card game - Memory
import simplegui
import random
turns=0

# helper function to initialize globals
def new_game():
    global listOfCards,exposed,openedCard,clickCounter,turns
    listOfCards=[i for i in range(8)]+[i for i in range(8)]
    random.shuffle(listOfCards)
    exposed=[False for i in range(16)]
    openedCard=[]
    clickCounter=0
    turns=0
   
# define event handlers
def mouseclick(pos):
    global clickCounter,turns
    if clickCounter==0:
        openedCard.append(pos[0]//50)
        exposed[pos[0]//50]=True
        clickCounter+=1
        turns=1
        
    elif clickCounter==1:
        if not (pos[0]//50 in openedCard):
            openedCard.append(pos[0]//50)
            clickCounter+=1
        exposed[pos[0]//50]=True
       
    else:
        if not (pos[0]//50 in openedCard):
            if listOfCards[openedCard[-1]]!=listOfCards[openedCard[-2]]:
                exposed[openedCard[-1]]=False
                exposed[openedCard[-2]]=False
                openedCard.pop()
                openedCard.pop()
            clickCounter=1
            turns+=1
            exposed[pos[0]//50]=True
            openedCard.append(pos[0]//50)
                        
# cards are logically 50x100 pixels in size    
def draw(canvas):
        label.set_text("Turns = "+str(turns))
        for i in range(16):
            canvas.draw_line([50*(i%15+1),0], [50*(i%15+1),100], 2, "Green")
            if exposed[i]:
                canvas.draw_text(str(listOfCards[i]), [15+50*i,70], 40, "White")
         
# create frame and add a button and labels
frame = simplegui.create_frame("Memory", 800, 100)
frame.add_button("Restart", new_game) 
label=frame.add_label("Turns = 0")

# register event handlers
frame.set_mouseclick_handler(mouseclick)
frame.set_draw_handler(draw)

# get things rolling
new_game()
frame.start()

Output :




Sunday, November 10, 2013

Game- Pong!

Mini-project #4 - "Pong"

In this project, we will build a version of Pong, one of the first arcade video games (1972). While Pong is not particularly exciting compared to today's video games, Pong is relatively simple to build and provides a nice opportunity to work on the skills that you will need to build a game like Asteroids. As usual, we have provided a program template that can be used to guide your development of Pong.

Mini-project development process

  1. Add code to the program template that draws a ball moving across the Pong table. We recommend that you add the positional update for the ball to the draw handler as shown in the second part of the "Motion" video.
  2. Add code to the function spawn_ball that spawns a ball in the middle of the table and assigns the ball a fixed velocity (for now). Ignore the parameter direction at this point.
  3. Add a call to spawn_ball in the function new_game which starts a game of Pong. Note that the program templates includes an initial call to new_game in the main body of your program to get a game going immediately.
  4. Modify your code such that the ball collides with and bounces off of the top and bottom walls. Experiment with different hard-coded initial velocities to test your code.
  5. Add randomization to the velocity in spawn_ball(direction) The velocity of the ball should be upwards and towards the right ifdirection == RIGHT and upwards and towards the left if direction == LEFT. The exact values for the horizontal and vertical components of this velocity should be generated using random.randrange(). For the horizontal velocity, we suggest a speed of aroundrandom.randrange(120, 240) pixels per second. For the vertical velocity, we suggest a speed of around random.randrange(60, 180)pixels per second. (You will need to set the signs of velocities appropriately.)
  6. Add code to the draw handler that tests whether the ball touches/collides with the left and right gutters. (Remember that the gutters are offset from the left and right edges of the canvas by the width of the paddle as described in the "Pong" video.) When the ball touches a gutter, use either spawn_ball(LEFT) or spawn_ball(RIGHT) to respawn the ball in the center of the table headed towards the opposite gutter.
  7. Next, add code that draws the left and right paddles in their respective gutters. The vertical positions of these two paddles should depend on two global variables. (In the template, the variables were paddle1_pos and paddle2_pos.)
  8. Add code that modifies the values of these vertical positions via an update in the draw handler.  The update should reference two global variables that contain the vertical velocities of the paddles. (In the template, the variables were paddle1_vel and paddle2_vel.)
  9. Update the values of these two vertical velocities using key handlers. The "w" and "s" keys should control the vertical velocity of the left paddle while the "Up arrow" and "Down arrow" key should control the velocity of the right paddle. In our version of Pong, the left paddle moves up at a constant velocity if the "w" key is pressed and moves down at a constant velocity if the "s" is pressed and is motionless if neither is pressed. (The motion if both are pressed is up to you.) To achieve this effect, you will need to use both a keydown and a keyup handler to increase/decrease the vertical velocity in an appropriate manner.
  10. Restrict your paddles to stay entirely on the canvas by adding a check before you update the paddles' vertical positions in the draw handler. In particular, test whether the current update for a paddle's position will move part of the paddle off of the screen. If it does, don't allow the update.
  11. Modify your collision code for the left and right gutters in step 6 to check whether the ball is actually striking a paddle when it touches a gutter. If so, reflect the ball back into play. This collision model eliminates the possibility of the ball striking the edge of the paddle and greatly simplifies your collision/reflection code.
  12. To moderately increase the difficulty of your game, increase the velocity of the ball by 10% each time it strikes a paddle.
  13. Add scoring to the game as shown in the Pong video lecture. Each time the ball strikes the left or right gutter (but not a paddle), the opposite player receives a point and ball is respawned appropriately.
  14. Finally, add code to new_game which resets the score before calling spawn_ball. Add a "Restart" button that calls new_game to reset the score and relaunch the ball.

CODE :


#Mini-Project 4 : PONG

import simplegui
import random

# initialize globals - pos and vel encode vertical info for paddles
WIDTH = 600
HEIGHT = 400       
BALL_RADIUS = 20
PAD_WIDTH = 8
PAD_HEIGHT = 80
HALF_PAD_WIDTH = PAD_WIDTH / 2
HALF_PAD_HEIGHT = PAD_HEIGHT / 2

# helper function that spawns a ball by updating the 
# ball's position vector and velocity vector
# if right is True, the ball's velocity is upper right, else upper left
def ball_init(right):
    global ball_pos, ball_vel # these are vectors stored as lists
    
    ball_pos,ball_vel= [0, 0], [0, 0]
         
    if right == True:
        ball_pos = [WIDTH / 2, HEIGHT / 2]
        ball_vel = [random.randrange(2, 4), -random.randrange(1, 3)]
    if right == False:
        ball_pos = [WIDTH / 2, HEIGHT / 2]
        ball_vel = [-random.randrange(2, 4), -random.randrange(1, 3)]
# define event handlers

def new_game():
    global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel  # these are floats
    global score1, score2  # these are ints
    global score1_string, score2_string
    score1_string = "0"
    score2_string = "0"
    
    paddle1_pos = [PAD_WIDTH / 2, HEIGHT / 2]
    paddle2_pos = [WIDTH - PAD_WIDTH / 2, HEIGHT / 2]
    paddle1_vel, paddle2_vel, score1, score2 = 0, 0, 0, 0
    ball_init(True)

# limit keeps the paddle on the screen
def limit():
    global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel
   
    # check for paddle 1
    if paddle1_pos[1] < HALF_PAD_HEIGHT:
       paddle1_pos[1] = HALF_PAD_HEIGHT
       paddle1_vel = 0
    elif paddle1_pos[1] > HEIGHT - HALF_PAD_HEIGHT:
       paddle1_pos[1] = HEIGHT - HALF_PAD_HEIGHT
       paddle1_vel = 0
     
    # check for paddle 2    
    if paddle2_pos[1] < HALF_PAD_HEIGHT:
       paddle2_pos[1] = HALF_PAD_HEIGHT
       paddle2_vel = 0
    elif paddle2_pos[1] > HEIGHT - HALF_PAD_HEIGHT:
       paddle2_pos[1] = HEIGHT - HALF_PAD_HEIGHT
       paddle2_vel = 0
    
def draw(c):
    global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel
    global score1_string, score2_string
    # update paddle's vertical position, keep paddle on the screen
    limit()
    paddle1_pos[1] += paddle1_vel 
    paddle2_pos[1] += paddle2_vel
    
    # draw mid line and gutters
    c.draw_line([WIDTH / 2, 0],[WIDTH / 2, HEIGHT], 1, "White")
    c.draw_line([PAD_WIDTH, 0],[PAD_WIDTH, HEIGHT], 1, "White")
    c.draw_line([WIDTH - PAD_WIDTH, 0],[WIDTH - PAD_WIDTH, HEIGHT], 1, "White")
    
    # draw paddles
    # paddle 1
    pad1top =  [paddle1_pos[0], paddle1_pos[1] - HALF_PAD_HEIGHT]
    pad1bot =  [paddle1_pos[0], paddle1_pos[1] + HALF_PAD_HEIGHT]
    c.draw_line(pad1top, pad1bot, PAD_WIDTH, "White")
    # paddle 2
    pad2top =  [paddle2_pos[0], paddle2_pos[1] - HALF_PAD_HEIGHT]
    pad2bot =  [paddle2_pos[0], paddle2_pos[1] + HALF_PAD_HEIGHT]
    c.draw_line(pad2top, pad2bot, PAD_WIDTH, "White")
     
    # update ball
    ball_pos[0] += ball_vel[0]
    ball_pos[1] += ball_vel[1]
    
    
    # collide and reflect off of left hand side of canvas
    # y directions
    if ball_pos[1] <= BALL_RADIUS:
        ball_vel[1] = - ball_vel[1]
    if ball_pos[1] > (HEIGHT - 1 - BALL_RADIUS):
        ball_vel[1] = - ball_vel[1]
    # x directions
    # paddle1
    if ball_pos[0] <= PAD_WIDTH + BALL_RADIUS:
        if ( pad1top[1] <= ball_pos[1] <= pad1bot[1] ):
            ball_vel[0] = - ball_vel[0] * 1.1
        else:
            ball_init(1)
            score2 += 1
            score2_string = str(score2) 
            
    # paddle2
    if ball_pos[0] >= WIDTH - PAD_WIDTH - BALL_RADIUS:
        if ( pad2top[1] <= ball_pos[1] <= pad2bot[1] ):
            ball_vel[0] = - ball_vel[0] * 1.1
        else:
            ball_init(0)
            score1 += 1
            score1_string = str(score1) 
       
    # draw ball and scores
    c.draw_circle(ball_pos, BALL_RADIUS, 1, "White", "White")
    c.draw_text(score2_string, (450, 50), 36, "White")
    c.draw_text(score1_string, (150, 50), 36, "White")

        
def keydown(key):
    acc = 1
    global paddle1_vel, paddle2_vel
    if key==simplegui.KEY_MAP["s"]:
        paddle1_vel += acc
    if key==simplegui.KEY_MAP["down"]:
        paddle2_vel += acc
   
def keyup(key):
    acc = 1
    global paddle1_vel, paddle2_vel
    if key==simplegui.KEY_MAP["w"]:
        paddle1_vel -= acc
    if key==simplegui.KEY_MAP["up"]:
        paddle2_vel -= acc

def restart():
    new_game()

def exit():
    frame.stop()

# create frame
frame = simplegui.create_frame("Pong", WIDTH, HEIGHT)
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
frame.add_button("Restart", restart, 100)
frame.add_button("Exit ",exit,100)

# start frame
frame.start()
new_game()

Output :