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
- 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.
- Add code to the function
spawn_ballthat spawns a ball in the middle of the table and assigns the ball a fixed velocity (for now). Ignore the parameterdirectionat this point. - Add a call to
spawn_ballin the functionnew_gamewhich starts a game of Pong. Note that the program templates includes an initial call tonew_gamein the main body of your program to get a game going immediately. - 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.
- Add randomization to the velocity in
spawn_ball(direction)The velocity of the ball should be upwards and towards the right ifdirection == RIGHTand upwards and towards the left ifdirection == LEFT. The exact values for the horizontal and vertical components of this velocity should be generated usingrandom.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 aroundrandom.randrange(60, 180)pixels per second. (You will need to set the signs of velocities appropriately.) - 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)orspawn_ball(RIGHT)to respawn the ball in the center of the table headed towards the opposite gutter. - 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_posandpaddle2_pos.) - 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_velandpaddle2_vel.) - 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.
- 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.
- 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.
- To moderately increase the difficulty of your game, increase the velocity of the ball by 10% each time it strikes a paddle.
- 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.
- Finally, add code to
new_gamewhich resets the score before callingspawn_ball. Add a "Restart" button that callsnew_gameto 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()
