Beispiel #1
0
def dotcollision(ball, dot):
    ax = ball.xcor()
    ay = ball.ycor()
    bx = dot.xcor()
    by = dot.ycor()
    distance = math.sqrt(((ax - bx)**2) + ((ay - by)**2))
    if (distance + 10) <= (ball.r + dot.r):
        return True
    else:
        return False
Beispiel #2
0
def main():
    score_a = 0
    score_b = 0
    wnd.keyboard_binding(wd, paddle_a_up, paddle_a_down, paddle_b_up,
                         paddle_b_down)
    pen.write("Player A: {} Player B: {}".format(score_a, score_b),
              align="center",
              font=("Courier", 24, "normal"))

    #Main game loop
    while True:
        wd.update()

        ball.setx(ball.xcor() + ball.dx)
        ball.sety(ball.ycor() + ball.dy)

        if ball.ycor() > 290:
            ball.sety(290)
            ball.dy *= -1

        if ball.ycor() < -290:
            ball.sety(-290)
            ball.dy *= -1

        if ball.xcor() > 390:
            ball.goto(0, 0)
            ball.dx *= -1
            score_a += 1
            pen.clear()
            pen.write("Player A: {} Player B: {}".format(score_a, score_b),
                      align="center",
                      font=("Courier", 24, "normal"))

        if ball.xcor() < -390:
            ball.goto(0, 0)
            ball.dx *= -1
            score_b += 1
            pen.clear()
            pen.write("Player A: {} Player B: {}".format(score_a, score_b),
                      align="center",
                      font=("Courier", 24, "normal"))

        if (ball.xcor() > 340 and ball.xcor() < 350) and (
                ball.ycor() < paddle_b.ycor() + 40
                and ball.ycor() > paddle_b.ycor() - 40):
            ball.setx(340)
            ball.dx *= -1

        if (ball.xcor() < -340 and ball.xcor() > -350) and (
                ball.ycor() < paddle_a.ycor() + 40
                and ball.ycor() > paddle_a.ycor() - 40):
            ball.setx(-340)
            ball.dx *= -1
Beispiel #3
0
my_screen.onkey(r_paddle.goUp, "Up")
my_screen.onkey(r_paddle.goDown, "Down")
my_screen.onkey(l_paddle.goUp, "w")
my_screen.onkey(l_paddle.goDown, "s")

score = ScoreBoard()

is_game_on = True
while is_game_on:

    my_screen.update()
    ball.go()
    if ball.ycor() > 280 or ball.ycor() < -260:
        ball.bounce_y()

    if ball.distance(r_paddle) < 50 and ball.xcor() < -320 or ball.distance(
            l_paddle) < 50 and ball.xcor() > 320:
        ball.bounce_x()
        fast += 1

        ball.speed(fast)
    elif ball.xcor() < -380:

        score.l_ascore()
        ball.skrrt()
        score.update_score()

    elif ball.xcor() > 380:
        score.r_ascore()
        ball.skrrt()
        score.update_score()
Beispiel #4
0
des_point = force.desired_point
ball.apply_force(des_point[0], des_point[1])

screen.listen()
screen.onkey(pong1.up, "w")
screen.onkey(pong1.down, "s")
screen.onkey(pong2.up, "Up")
screen.onkey(pong2.down, "Down")

game_over = False

while not game_over:

    screen.update()
    if (ball.xcor() < x1):
        p1_score.increase_score()
        ball.init_ball()

    elif (ball.xcor() > x2):
        p2_score.increase_score()
        ball.init_ball()

    if (ball.distance(pong1) <= 50 or ball.distance(pong2) <= 50):
        des_point = ball.bounce(MAGNITUDE, 180)

    if (ball.ycor() > y2 or ball.ycor() < y1):
        des_point = ball.bounce(MAGNITUDE, 360)
    ball.apply_force(des_point[0], des_point[1])

screen.exitonclick()
Beispiel #5
0
ball = ball.Ball(size)
scoreboard = Scoreboard()
game_is_on = True

# move paddles
background.listen()
background.onkey(key='Up', fun=r_paddle.up)
background.onkey(key='Down', fun=r_paddle.down)
background.onkey(key='o', fun=l_paddle.up)
background.onkey(key='q', fun=l_paddle.down)

while game_is_on:
    time.sleep(0.05)
    ball.move()
    background.update()
    x = ball.xcor()
    y = ball.ycor()
    if y > 280 or y < -280:
        ball.bounce_wall()
    elif x > 350 and ball.distance(r_paddle) < 50 or x < -350 and ball.distance(l_paddle) < 50:
        ball.bounce_paddle()
    elif x > 350:
        ball.reset_position()
        scoreboard.l_point()
    elif x < -350:
        scoreboard.r_point()
        ball.reset_position()


# detect collision with wall
# detect collision with paddle