def __init__(self, width, height, fps): game_mouse.Game.__init__(self, "Pygame Starter", width, height, fps) self.ball = ball.Ball(width, height) self.paddle = paddle.Paddle(width, height, 20) self.paddle2 = paddle.Paddle(width, height, width - 40) self.score = score.Score() return
def initialize(self): self.ball = ball.Ball() self.left_paddle = paddle.Paddle() self.right_paddle = paddle.Paddle() self.sprite_group.add(self.ball) self.sprite_group.add(self.left_paddle) self.sprite_group.add(self.right_paddle)
def __init__(self, width, height): self.mWidth = width self.mHeight = height score_width = 80 score_height = 40 score_x = self.mWidth / 2 - score_width / 2 score_y = 40 self.mScoreBoard = score_board.ScoreBoard( score_x, score_y, score_width, score_height) wall_size = 10 self.mLeftWall = wall.Wall(0, 0, wall_size, self.mHeight) self.mRightWall = wall.Wall( self.mWidth-wall_size, 0, wall_size, self.mHeight) self.mTopWall = wall.Wall(0, 0, self.mWidth, wall_size) self.mBottomWall = wall.Wall( 0, self.mHeight-wall_size, self.mWidth, wall_size) paddle_margin = 20 paddle_width = 20 paddle_height = 100 paddle_speed = self.mHeight / 1.25 self.mLeftPaddle = paddle.Paddle(self.mLeftWall.getRightX() + paddle_margin, self.mHeight / 2 - paddle_height / 2, paddle_width, paddle_height, paddle_speed, self.mTopWall.getBottomY(), self.mBottomWall.getY()) self.mLeftPaddle.setColor(( 0, 89, 179)) self.mRightPaddle = paddle.Paddle(self.mRightWall.getX() - paddle_margin - paddle_width, self.mHeight / 2 - paddle_height / 2, paddle_width, paddle_height, paddle_speed, self.mTopWall.getBottomY(), self.mBottomWall.getY()) self.mRightPaddle.setColor((196, 2, 51)) size = 20 self.mBall = ball.Ball(size, self.mLeftWall.getRightX(), self.mRightWall.getX(), self.mTopWall.getBottomY(), self.mBottomWall.getY(), self.mLeftPaddle.getRightX(), self.mRightPaddle.getX()) self.serveBall() self.mBall.setLeftPaddleY( self.mLeftPaddle.getY(), self.mLeftPaddle.getBottomY()) self.mBall.setRightPaddleY( self.mRightPaddle.getY(), self.mRightPaddle.getBottomY()) return
def __init__(self): pygame.init() pygame.display.set_caption('Breakout') self.FPSClock = pygame.time.Clock() self.display = pygame.display.set_mode([width, height]) self.state = STATE_BALL_IN_PADDLE self.player = paddle.Paddle(paddleX, paddleY, paddleWidth, paddleHeight, paddleColor) self.ball = ball.Ball(paddleX + paddleX / 2, paddleY - ballRadius, ballRadius, [5, -5], maxBallX, maxBallY, ballColor) self.bricks = Block.Block(brickWidth, brickHeight, brickColor) FPS = 60 gameOver = False while not gameOver: for event in pygame.event.get(): if event.type is pygame.QUIT: gameOver = True self.display.fill(backgroundColor) mouseX = pygame.mouse.get_pos()[0] self.check_start() if self.state is STATE_PLAYING: self.ball.move(self.display) self.collisions() self.player.draw(self.display) self.bricks.draw_blocks(self.display) self.ball.draw(self.display) elif self.state is STATE_GAME_OVER: gameOver = True elif self.state is STATE_WON: gameOver = True self.player.move(mouseX) pygame.display.flip() pygame.display.update() self.FPSClock.tick(FPS)
def __init__(self): #initializes the game self.main_window = tkinter.Tk() #creates the main window for the game self.main_window.title("Pong") #titels the window of the game self.__canvas = tkinter.Canvas( self.main_window, bg="papaya whip", width=600, height=600) #creates the canvas where the game is played self.__scoreframe = tkinter.Frame( self.main_window ) #creates a frame at the bottom where the score will be self.__canvas.pack() #packs the canvas self.__scoreframe.pack( side="bottom") #packs the scoreboard to the bottom self.__paddle = paddle.Paddle( self.__canvas ) #creates the paddle in the canvas from the paddle file self.__balllist = [ ball.Ball(self.__canvas, 340, 380, 50, 90) ] #creates a list of balls to spawn, and new balls in the canvas are added here self.__scoreNum = 0 #set the initial score of the game to 0 self.main_window.bind( '<Motion>', self.__paddle.mouse_move ) #attaches the paddle to the mouse so that when I move the mouse the paddle moves too self.__score = tkinter.Label( self.__scoreframe, text='Score: ' + (str(self.__scoreNum)) ) #creates a label in the scoreboard to track the score self.__score.pack(side="left") #packs the score to be at the left. self.animate() #runs teh animate funciton on items above tkinter.mainloop() #loops the game
def __init__(self, screen, screen_rect, pause=True): self.pause = pause self.screen_rect = screen_rect self.screen = screen self.player = _paddle.Paddle(screen_rect, 740, 275) self.computer = _paddle.Paddle(screen_rect, 50, 275) self.ball = _ball.Ball(self.screen_rect, self.player.rect) self.done = False self.ball.set_ball() self.score = [0, 0] self.score_text = str(self.score[0]) + ":" + str(self.score[1]) self.score_obj = pg.font.Font(None, 48) self.score_surface = self.score_obj.render(self.score_text, False, (255, 255, 255)) self.score_surface_rect = self.score_surface.get_rect() self.score_surface_rect.topleft = (360, 20) self.next = "MENU"
def __init__(self, width, height): self.width = width self.height = height self.ball = ball.Ball(self.width / 2, self.height / 2, self.width, self.height) self.paddle = paddle.Paddle(self.width, self.height, self.width / 2, self.height / 2)
def __init__(self, dis_width, dis_height): pygame.init() self.dis_height = dis_height self.dis_width = dis_width self.screen = pygame.display.set_mode( (self.dis_width, self.dis_height)) self.left_paddle = paddle.Paddle( 5, 10, (self.dis_height / 2 - self.PADDLE_HEIGHT / 2), self.PADDLE_WIDTH, self.PADDLE_HEIGHT, pygame.K_w, pygame.K_s) self.right_paddle = paddle.Paddle( 5, self.dis_width - 20, (self.dis_height / 2 - self.PADDLE_HEIGHT / 2), self.PADDLE_WIDTH, self.PADDLE_HEIGHT, pygame.K_UP, pygame.K_DOWN) self.ball = ball.Ball(-2, self.ball_y_velocity, self.dis_width // 2, self.dis_height // 2, self.BALL_RADIUS) self.balls.extend([self.ball]) self.paddles.extend([self.left_paddle, self.right_paddle]) pygame.font.init() self.score_font = pygame.font.SysFont('Arial', 30)
def main(): global player1 global player2 global ball global scores global font # Defining Variables And Classes At The Beginning font = pygame.font.SysFont("comicsans", 60, True, False) player1 = paddle.Paddle(100, 50, 15, 100) player2 = paddle.Paddle(winW - (100 + 15) , winH - (50 + 100), 15, 100) ball = pongball.Ball((winW / 2) - (20 / 2), (winH / 2) - (20 / 2), 20, 20) scores = np.array([0, 0]) ball.respawn() # Mainloop while True: clock.tick(fps) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() player1.move(winW, winH, pygame.K_w, pygame.K_s) player2.move(winW, winH, pygame.K_UP, pygame.K_DOWN) ball.move(winW, winH, 15, 100, player1.pos[0], player1.pos[1], player2.pos[0], player2.pos[1]) if ball.pos[0] <= 0: ball.respawn() ball.incVel() scores += np.array([0, 1]) elif ball.pos[0] + ball.size[0] >= winW: ball.respawn() ball.incVel() scores += np.array([1, 0]) if checkWin(): redraw() pygame.time.delay(5000) pygame.quit() sys.exit() redraw()
def main(): # initialize pygame and create window pygame.init() screen = pygame.display.set_mode((width, height)) pygame.display.set_caption("TUFF") # set game to running game_over = False myball = ball.Ball(width//2, 300, 4, 0, 20) mypaddle = paddle.Paddle(170, 300, 70, 20) gravity = 1.0 while not game_over: time.sleep(0.01667) # print(ball_y, dy) # +0 +1 +2 +3 +4 +5 -4 -3 -2 -1 0 # update positions pos = pygame.mouse.get_pos() mypaddle.move_to(pos[0], pos[1], width, height) myball.move(width, height) # check for collisions and create/destroy objects pingpongphysics.handle_collision(myball, mypaddle) # process the events (which might change position/physics) ev = pygame.event.get() for event in ev: if event.type == pygame.MOUSEBUTTONUP: # pos = pygame.mouse.get_pos() # pick = random.choice(circle_palette) # pygame.draw.circle(screen, pick, pos, random.randint(10, 50)) # when mouse button is released, bounce the ll.ll so it goes the other way myball.bounce_y() if event.type == pygame.QUIT: game_over = True # apply physics myball.accelerate(gravity) # clear the screen screen.fill(background_color) # draw things myball.draw(screen, BLUE) mypaddle.draw(screen, GREEN) # update the display pygame.display.update()
def setUp(self): self.expected_x = 125 self.expected_y = 250 self.expected_width = 25 self.expected_height = 100 self.expected_speed = 90 self.expected_min_y = 200 self.expected_max_y = 800 self.paddle = paddle.Paddle(self.expected_x, self.expected_y, self.expected_width, self.expected_height, self.expected_speed, self.expected_min_y, self.expected_max_y) return
def runGame(self): paddleInstance = paddle.Paddle(self.screen, self.windowWidth, self.windowHeight) paddleInstance.drawPaddle(300) ballInstance = ball.Ball(self.screen, self.windowWidth, self.windowHeight) ballInstance.drawBall((350, 690)) brickInstance = bricks.Bricks(self.screen, ballInstance) brickInstance.drawBricks() pg.draw.rect(self.screen, self.borderColor, (0, 0, self.windowWidth, self.windowHeight), self.borderWidth) ballFree = False while True: self.clock.tick(60) for event in pg.event.get(): if (event.type == pg.QUIT): sys.exit() key = pg.key.get_pressed() if key[pg.K_RIGHT]: paddleInstance.movePaddle("right") if (ballInstance.stuckToPaddle): ballInstance.moveBall(paddleInstance.getPos(), paddleInstance.getRect(), "right") if (key[pg.K_LEFT]): paddleInstance.movePaddle("left") if (ballInstance.stuckToPaddle): ballInstance.moveBall(paddleInstance.getPos(), paddleInstance.getRect(), "left") if (not ballFree): if (key[pg.K_SPACE]): ballInstance.freeBall() ballFree = True brickInstance.checkBallHit(ballInstance.getCollider()) if (not ballInstance.stuckToPaddle): ballInstance.moveBall(paddleInstance.getPos(), paddleInstance.getRect(), "") pg.display.update()
class GUI: board = board.Board() paddle = paddle.Paddle() block = block.Block() ball = ball.Ball() def startGame(self): return def drawBoard(self): return def drawBlocks(self): return def drawPaddle(self): return def drawBall(self): return
def __init__(self): self.tps_max = 15.0 self.temp_color = colors.Colors.GREEN self.temp_color_2 = colors.Colors.GREEN self.level = 1 self.score = 0 self.i = 0 self.temp = 0 self.temp_2 = 0 self.screen = pygame.display.set_mode((1280, 720)) self.tps_clock = pygame.time.Clock() self.tps_delta = 0.0 try: assets.Assets.load() except: raise Exception("Music initialization went wrong") # hitSound = pygame.mixer.Sound("assets/hit.wav") try: pygame.display.set_caption("Arcanoid") pygame.display.set_icon(assets.Assets.icon) except FileNotFoundError: raise Exception("File not found") self.screen = pygame.display.set_mode((1280, 720)) self.tps_clock = pygame.time.Clock() self.tps_delta = 0.0 self.player = paddle.Paddle(self) self.ball = ball.Ball(self, 600, 350) self.button = button.Button(440, 200, 400, 100, False) self.button_2 = button.Button(440, 500, 400, 100, False) self.list = [] for i in range(5): self.list.append( brick.Brick(self, random.randint(100, 400), random.randint(100, 400)))
def __init__(self, width, height, fps): game_mouse.Game.__init__(self, "Pygame Starter", width, height, fps) pygame.font.init() self.font = pygame.font.SysFont('arial', 30, True) self.ball = ball.Ball(10, 10, (255, 255, 255), width, height) self.paddle = paddle.Paddle(60, 20, (255, 255, 255), width, height) self.brick = [ brick.Brick(60, 30, 575, 0, (255, 255, 255), width, height), brick.Brick(60, 30, 575, 62, (255, 255, 255), width, height), brick.Brick(60, 30, 575, 124, (255, 255, 255), width, height), brick.Brick(60, 30, 575, 186, (255, 255, 255), width, height), brick.Brick(60, 30, 575, 248, (255, 255, 255), width, height), brick.Brick(60, 30, 575, 310, (255, 255, 255), width, height), brick.Brick(60, 30, 575, 372, (255, 255, 255), width, height), brick.Brick(60, 30, 575, 434, (255, 255, 255), width, height) ] self.score = score.Score() return
def main(): # Constants that will be used in the program APPLICATION_WIDTH = 500 APPLICATION_HEIGHT = 600 PADDLE_Y_OFFSET = 30 BRICKS_PER_ROW = 10 BRICK_SEP = 4 BRICK_Y_OFFSET = 70 BRICK_WIDTH = (APPLICATION_WIDTH - (BRICKS_PER_ROW - 1) * BRICK_SEP) / BRICKS_PER_ROW BRICK_HEIGHT = 10 PADDLE_WIDTH = 60 PADDLE_HEIGHT = 10 RADIUS_OF_BALL = 10 NUM_TURNS = 3 BLACK = (0, 0, 0) # Step 1: Use loops to draw the rows of bricks. The top row of bricks should be 70 pixels away from the top of # the screen (BRICK_Y_OFFSET) pygame.init() # Create a window for the game mainSurface = pygame.display.set_mode( (APPLICATION_WIDTH, APPLICATION_HEIGHT), 32, 0) pygame.display.set_caption("Break Out") bricksGroup = pygame.sprite.Group() paddleGroup = pygame.sprite.Group() # Create a pile of bricks x = 0 y = BRICK_Y_OFFSET bricks = 10 for rows in range(10): for number in range(bricks): pile = brick.Brick(BRICK_WIDTH, BRICK_HEIGHT, color) pile.rect.x = x pile.rect.y = y bricksGroup.add(pile) # Add the row to the window(surface) mainSurface.blit(pile.image, pile.rect) x = x + BRICK_WIDTH + BRICK_SEP # Start over at x = 0, but move up by the brick height + brick separation to draw two new rows x = 0 y = y + BRICK_HEIGHT + BRICK_SEP pygame.display.update() # Step 2: Create a paddle board = paddle.Paddle(mainSurface, BLACK, PADDLE_WIDTH, PADDLE_HEIGHT) # The paddle starts at the middle of the screen and has a 30 pixel distance away from the bottom. board.rect.x = APPLICATION_WIDTH / 2 board.rect.y = APPLICATION_HEIGHT - PADDLE_Y_OFFSET # Add the paddle to the main surface mainSurface.blit(board.image, board.rect) paddleGroup.add(board) pygame.display.update() # Step 3: Create a ball circle = ball.Ball(BLACK, APPLICATION_WIDTH, APPLICATION_HEIGHT, RADIUS_OF_BALL) # The ball starts at the middle of the window circle.rect.x = APPLICATION_WIDTH / 2 circle.rect.y = APPLICATION_HEIGHT / 2 pygame.display.update() background = pygame.image.load("cat.png") background_rect = background.get_rect() background_rect.x = 0 background_rect.y = 0 while True: for event in pygame.event.get(): if event == QUIT: pygame.quit() sys.exit() # Fill the window with the image every time the ball or the paddle moves mainSurface.blit(background, background_rect) # Add all the bricks on the window every time the ball or the paddle moves for cubes in bricksGroup: mainSurface.blit(cubes.image, cubes.rect) board.move() mainSurface.blit(board.image, board.rect) circle.move() circle.collision(paddleGroup) circle.collisionBrick(bricksGroup) # There are three turns in total to play breakout. # If the turn becomes 0(the ball hits the ball for three times), the player loses and the game stops and quits. if circle.rect.bottom >= APPLICATION_HEIGHT: # Every time the ball hits the bottom, the number of turns(3) will minus 1. NUM_TURNS = NUM_TURNS - 1 # Reset the position of the ball. circle.rect.x = APPLICATION_WIDTH / 2 circle.rect.y = APPLICATION_HEIGHT / 2 # If the ball hits the bottom, the lose sound will be played. lose_sound = pygame.mixer.Sound("dk_dawae.wav") lose_sound.play() # The game waits for a second. pygame.time.wait(1000) # The ball will move with its original speed from the reset position. circle.speedx = 5 circle.speedy = 6 # If the user loses, the game waits for 1.5 seconds and quits afterwards. if NUM_TURNS == 0: pygame.time.wait(1500) pygame.quit() sys.exit() # If all bricks are eliminated(have collided with the ball), the game waits for 3 seconds. # It will play the winning sound, and quit. if len(bricksGroup) == 0: win_sound = pygame.mixer.Sound("clicking.wav") win_sound.play() pygame.time.wait(3000) pygame.quit() sys.exit() mainSurface.blit(circle.image, circle.rect) pygame.display.update()
def main(): # Constants that will be used in the program APPLICATION_WIDTH = 400 APPLICATION_HEIGHT = 600 PADDLE_Y_OFFSET = 30 BRICKS_PER_ROW = 10 BRICK_SEP = 4 # The space between each brick BRICK_Y_OFFSET = 70 BRICK_WIDTH = (APPLICATION_WIDTH - (BRICKS_PER_ROW - 1) * BRICK_SEP) / BRICKS_PER_ROW BRICK_HEIGHT = 8 PADDLE_WIDTH = 60 PADDLE_HEIGHT = 10 RADIUS_OF_BALL = 10 NUM_TURNS = 3 # Sets up the colors RED = (255, 0, 0) ORANGE = (255, 165, 0) YELLOW = (255, 255, 0) GREEN = (0, 255, 0) CYAN = (0, 255, 255) BLACK = (0, 0, 0) WHITE = (255, 255, 255) colors = [ RED, RED, ORANGE, ORANGE, YELLOW, YELLOW, GREEN, GREEN, CYAN, CYAN ] # Step 1: Use loops to draw the rows of bricks. The top row of bricks should be 70 pixels away from the top of # the screen (BRICK_Y_OFFSET) pygame.init() mainSurface = pygame.display.set_mode( (APPLICATION_WIDTH, APPLICATION_HEIGHT), 0, 32) mainSurface.fill((BLACK)) pygame.display.set_caption(" Ultimate Breakout Z") background_image = pygame.image.load("Dragonball.png") # Changing the background image to a custom one. background_rect = background_image.get_rect() background_rect.x = 0 background_rect.y = 0 mainSurface.blit(background_image, background_rect) x = 0 y = BRICK_Y_OFFSET brick_group = pygame.sprite.Group() paddle_group = pygame.sprite.Group() # Places the Paddle at the center of the application width and at the 30 offset of the bottom paddle_ = paddle.Paddle(mainSurface, WHITE, PADDLE_WIDTH, PADDLE_HEIGHT) paddle_.rect.x = APPLICATION_WIDTH / 2 paddle_.rect.y = APPLICATION_HEIGHT - PADDLE_Y_OFFSET mainSurface.blit(paddle_.image, paddle_.rect) paddle_group.add(paddle_) # This places the ball at the center of the application bally = ball.Ball(RED, APPLICATION_WIDTH, APPLICATION_HEIGHT, RADIUS_OF_BALL) bally.rect.x = APPLICATION_WIDTH / 2 bally.rect.y = APPLICATION_HEIGHT / 2 mainSurface.blit(bally.image, bally.rect) for m in range(BRICKS_PER_ROW): color = colors[m] x = 0 for b in range(BRICKS_PER_ROW): bricks = brick.Brick(BRICK_WIDTH, BRICK_HEIGHT, color) brick_group.add(bricks) bricks.rect.x = x bricks.rect.y = y mainSurface.blit(bricks.image, bricks.rect) x = x + BRICK_WIDTH + BRICK_SEP # creates a row of bricks pygame.display.update() y = y + BRICK_HEIGHT + BRICK_SEP # Creates the other row of bricks under the following one while True: for event in pygame.event.get(): if event == QUIT: pygame.quit() sys.exit() mainSurface.blit(background_image, background_rect) mainSurface.blit(bally.image, bally.rect) for x in brick_group: mainSurface.blit(x.image, x.rect) paddle_.move() mainSurface.blit(paddle_.image, paddle_.rect) bally.move() bally.collide_paddle(paddle_group) # When the ball collides with the paddle bally.collide(brick_group) # When the ball collides with the bricks if bally.rect.bottom >= APPLICATION_HEIGHT: bally.rect.x = APPLICATION_WIDTH / 2 bally.rect.y = APPLICATION_HEIGHT / 2 NUM_TURNS = NUM_TURNS - 1 pygame.time.delay(6000) if NUM_TURNS == 0: pygame.quit() sys.exit() # Exits the game when the player is out of turns mainSurface.blit(bally.image, bally.rect) pygame.display.update()
def main(): # Constants that will be used in the program APPLICATION_WIDTH = 400 APPLICATION_HEIGHT = 600 PADDLE_Y_OFFSET = 30 BRICKS_PER_ROW = 8 BRICK_SEP = 15 # The space between each brick BRICK_Y_OFFSET = 70 BRICK_WIDTH = (APPLICATION_WIDTH - (BRICKS_PER_ROW - 1) * BRICK_SEP) / BRICKS_PER_ROW BRICK_HEIGHT = 16 PADDLE_WIDTH = 60 PADDLE_HEIGHT = 10 RADIUS_OF_BALL = 7 NUM_TURNS = 3 HEIGHT = 20 SPACE = 5 # Sets up the colors RED = (250, 0, 255) ORANGE = (255, 165, 0) YELLOW = (255, 255, 0) GREEN = (0, 255, 0) CYAN = (0, 255, 255) BLACK = (0, 0, 0) WHITE = (255, 255, 255) colors = [ORANGE, RED, YELLOW, GREEN, CYAN] files = ["five.png", "four.png", "three.png", "two.png", "one.png"] # files is what pygame pulls the images from and puts them on the screen # Step 1: Use loops to draw the rows of bricks. The top row of bricks should be 70 pixels away from the top of # the screen (BRICK_Y_OFFSET) pygame.init() main_surface = pygame.display.set_mode( (APPLICATION_WIDTH, APPLICATION_HEIGHT), 0, 32) background = pygame.image.load("Pool Table.png") background_rect = background.get_rect() background_rect.x = 0 background_rect.y = 0 h = APPLICATION_HEIGHT - PADDLE_Y_OFFSET w = APPLICATION_WIDTH / 2 paddle_group = pygame.sprite.Group() board = paddle.Paddle(main_surface, BLACK, PADDLE_WIDTH, PADDLE_HEIGHT) board.rect.x = w board.rect.y = h main_surface.blit(board.image, board.rect) paddle_group.add(board) cj = ball.Ball(WHITE, APPLICATION_WIDTH, APPLICATION_HEIGHT, RADIUS_OF_BALL) cj.rect.x = APPLICATION_WIDTH / 2 cj.rect.y = APPLICATION_HEIGHT - 50 main_surface.blit(cj.image, cj.rect) brick_group = pygame.sprite.Group() x = 0 y = 5 # This adds two bricks per color per ball so for example there would be two balls with the number 1 on it for file in files: for c in range(2): for b in range(BRICKS_PER_ROW): my_brick = block.Block(BRICK_WIDTH, BRICK_HEIGHT, file) brick_group.add(my_brick) my_brick.rect.x = x my_brick.rect.y = y main_surface.blit(my_brick.image, my_brick.rect) x = x + BRICK_WIDTH + BRICK_SEP y = y + BRICK_HEIGHT + BRICK_SEP x = 0 WIDTH = (500 - (BRICKS_PER_ROW * SPACE)) / BRICKS_PER_ROW lose_sound = pygame.mixer.Sound("aww.wav") # This while true loop blits the background to the screen and then takes away a turn if the player loses the game while True: for event in pygame.event.get(): if event == QUIT: pygame.quit() sys.exit() main_surface.blit(background, background_rect) for a in brick_group: main_surface.blit(a.image, a.rect) board.move() main_surface.blit(board.image, board.rect) cj.collide(brick_group) cj.move() cj.paddle_collide(paddle_group) main_surface.blit(cj.image, cj.rect) pygame.display.update() if cj.rect.bottom >= APPLICATION_HEIGHT: NUM_TURNS -= 1 if NUM_TURNS == 0: lose_sound.play() pygame.time.delay(2000) pygame.quit() sys.exit() if len(brick_group) == 0: pygame.quit() sys.exit()
def __init__(self, name): self.name = name self.id = next(self.ID) self.character = paddle.Paddle(self.id) self.score = 0
# Create a screen objet from turtle module screen = turtle.Screen() # Setting up screen elements screen.bgcolor("black") screen.setup(width=800, height=600) screen.title("Pong Game") screen.tracer(0) # Creating a ball object ball = ball.Ball() # Creating a scoreboar scoreboard = scoreboard.Scoreboard() right_paddle = paddle.Paddle(INITIAL_POSITION_RIGHT[0], INITIAL_POSITION_RIGHT[1]) left_paddle = paddle.Paddle(INITIAL_POSITION_LEFT[0], INITIAL_POSITION_LEFT[1]) # Setting up a screen listener screen.listen() screen.onkey(right_paddle.move_up, "Up") screen.onkey(right_paddle.move_down, "Down") screen.onkey(left_paddle.move_up, "w") screen.onkey(left_paddle.move_down, "s") game_is_on = True while game_is_on: screen.update() ball.move(left_paddle, right_paddle, scoreboard) time.sleep(ball.pace)
def main(): # Constants that will be used in the program APPLICATION_WIDTH = 400 APPLICATION_HEIGHT = 600 PADDLE_Y_OFFSET = 30 BRICKS_PER_ROW = 10 BRICK_SEP = 4 # The space between each brick BRICK_Y_OFFSET = 70 BRICK_WIDTH = (APPLICATION_WIDTH - (BRICKS_PER_ROW - 1) * BRICK_SEP) / BRICKS_PER_ROW BRICK_HEIGHT = 8 PADDLE_WIDTH = 60 PADDLE_HEIGHT = 10 RADIUS_OF_BALL = 10 NUM_TURNS = 3 # Sets up the colors RED = (255, 0, 0) ORANGE = (255, 165, 0) YELLOW = (255, 255, 0) GREEN = (0, 255, 0) CYAN = (0, 255, 255) BLACK = (0, 0, 0) WHITE = (255, 255, 255) # Step 1: Use loops to draw the rows of bricks. The top row of bricks should be 70 pixels away from the top of # the screen (BRICK_Y_OFFSET) main_surface = pygame.display.set_mode( (APPLICATION_WIDTH, APPLICATION_HEIGHT), 0, 32) main_surface.fill((255, 255, 255)) brick_colors = [RED, ORANGE, YELLOW, GREEN, CYAN] brick_group = pygame.sprite.Group() x_pos = BRICK_SEP y_pos = BRICK_Y_OFFSET for color in brick_colors: for x in range(2): for x in range(BRICKS_PER_ROW): MY_BRICK = brick.Brick(main_surface, BRICK_WIDTH, BRICK_HEIGHT, color) MY_BRICK.rect.x = x_pos MY_BRICK.rect.y = y_pos main_surface.blit(MY_BRICK.image, MY_BRICK.rect) brick_group.add(MY_BRICK) x_pos += BRICK_SEP + BRICK_WIDTH y_pos += BRICK_HEIGHT + BRICK_SEP x_pos = BRICK_SEP paddle_group = pygame.sprite.Group() MY_PADDLE = paddle.Paddle(main_surface, BLACK, PADDLE_WIDTH, PADDLE_HEIGHT) MY_PADDLE.rect.x = APPLICATION_WIDTH / 2 MY_PADDLE.rect.y = APPLICATION_HEIGHT - PADDLE_Y_OFFSET paddle_group.add(MY_PADDLE) main_surface.blit(MY_PADDLE.image, MY_PADDLE.rect) MY_BALL = ball.Ball(BLACK, (APPLICATION_WIDTH), (APPLICATION_HEIGHT), RADIUS_OF_BALL) MY_BALL.rect.x = APPLICATION_WIDTH / 2 MY_BALL.rect.y = APPLICATION_HEIGHT / 2 main_surface.blit(MY_BALL.image, MY_BALL.rect) while True: main_surface.fill(WHITE) MY_PADDLE.move(pygame.mouse.get_pos()) main_surface.blit(MY_PADDLE.image, MY_PADDLE.rect) MY_BALL.move() main_surface.blit(MY_BALL.image, MY_BALL.rect) MY_BALL.collide(brick_group) MY_BALL.paddle_collide(paddle_group) for x in brick_group: main_surface.blit(x.image, x.rect) if MY_BALL.rect.y >= APPLICATION_HEIGHT: NUM_TURNS += -1 if NUM_TURNS == 0: break else: MY_BALL.rect.x = APPLICATION_WIDTH / 2 MY_BALL.rect.y = APPLICATION_HEIGHT / 2 if NUM_TURNS == 0: GAME_OVER(main_surface) if len( brick_group ) == 0: # when is no more bricks in the game the program will show WINNER GAME_WNNER(main_surface) main_surface.blit(MY_BALL.image, MY_BALL.rect) MY_BALL.paddle_collide(paddle_group) MY_BALL.brick_collide(brick_group) if NUM_TURNS == 0: break if brick_group == 0: break pygame.display.update() for event in pygame.event.get(): if event == QUIT: pygame.quit() sys.exit()
def main(): # Constants that will be used in the program application_width = 400 application_height = 600 paddle_y_offset = 30 bricks_per_row = 10 brick_sep = 4 # The space between each brick brick_y_offset = 70 brick_width = (application_width - (bricks_per_row - 1) * brick_sep) / bricks_per_row brick_height = 8 paddle_width = 60 paddle_height = 10 radius_of_ball = 10 num_turns = 3 # Sets up the colors red = (255, 0, 0) black = (0, 0, 0) white = (255, 255, 255) purple = (195, 47, 191) bricks_group = pygame.sprite.Group() paddle_group = pygame.sprite.Group() # makes the main surface main_surface = pygame.display.set_mode( (application_width, application_height), 0, 32) main_surface.fill((0, 0, 0)) background = pygame.image.load("revan.jpg") main_surface.blit(background, (0, 0)) x_pos = brick_sep y_pos = brick_y_offset # makes the paddle my_paddle = paddle.Paddle(main_surface, (black), (paddle_width), (paddle_height)) my_paddle.rect.x = 200 my_paddle.rect.y = 570 main_surface.blit(my_paddle.image, my_paddle.rect) paddle_group.add(my_paddle) # makes the ball my_ball = ball.Ball(white, application_width, application_height, radius_of_ball) my_ball.rect.x = 900 my_ball.rect.y = 1000 main_surface.blit(my_ball.image, my_ball.rect) pygame.display.update() # Makes the rows of bricks for x in range(bricks_per_row): my_brick = brick.Brick(brick_width, (brick_height), (red)) my_brick.rect.x = x_pos my_brick.rect.y = y_pos bricks_group.add(my_brick) main_surface.blit(my_brick.image, (x_pos, y_pos)) x_pos = x_pos + brick_sep + brick_width x_pos = brick_sep y_pos = y_pos + brick_height + brick_sep for y in range(bricks_per_row): my_brick = brick.Brick(brick_width, (brick_height), (red)) my_brick.rect.x = x_pos my_brick.rect.y = y_pos bricks_group.add(my_brick) main_surface.blit(my_brick.image, (x_pos, y_pos)) x_pos = x_pos + brick_sep + brick_width x_pos = brick_sep y_pos = y_pos + brick_height + brick_sep for y in range(bricks_per_row): my_brick = brick.Brick((brick_width), (brick_height), (purple)) my_brick.rect.x = x_pos my_brick.rect.y = y_pos bricks_group.add(my_brick) main_surface.blit(my_brick.image, (x_pos, y_pos)) x_pos = x_pos + brick_sep + brick_width x_pos = brick_sep y_pos = y_pos + brick_height + brick_sep for y in range(bricks_per_row): my_brick = brick.Brick((brick_width), (brick_height), (purple)) my_brick.rect.x = x_pos my_brick.rect.y = y_pos bricks_group.add(my_brick) main_surface.blit(my_brick.image, (x_pos, y_pos)) x_pos = x_pos + brick_sep + brick_width x_pos = brick_sep y_pos = y_pos + brick_height + brick_sep for y in range(bricks_per_row): my_brick = brick.Brick((brick_width), (brick_height), (red)) my_brick.rect.x = x_pos my_brick.rect.y = y_pos bricks_group.add(my_brick) main_surface.blit(my_brick.image, (x_pos, y_pos)) x_pos = x_pos + brick_sep + brick_width x_pos = brick_sep y_pos = y_pos + brick_height + brick_sep for y in range(bricks_per_row): my_brick = brick.Brick((brick_width), (brick_height), (red)) my_brick.rect.x = x_pos my_brick.rect.y = y_pos bricks_group.add(my_brick) main_surface.blit(my_brick.image, (x_pos, y_pos)) x_pos = x_pos + brick_sep + brick_width x_pos = brick_sep y_pos = y_pos + brick_height + brick_sep for y in range(bricks_per_row): my_brick = brick.Brick((brick_width), (brick_height), (purple)) my_brick.rect.x = x_pos my_brick.rect.y = y_pos bricks_group.add(my_brick) main_surface.blit(my_brick.image, (x_pos, y_pos)) x_pos = x_pos + brick_sep + brick_width x_pos = brick_sep y_pos = y_pos + brick_height + brick_sep for y in range(bricks_per_row): my_brick = brick.Brick((brick_width), (brick_height), (purple)) my_brick.rect.x = x_pos my_brick.rect.y = y_pos bricks_group.add(my_brick) main_surface.blit(my_brick.image, (x_pos, y_pos)) x_pos = x_pos + brick_sep + brick_width x_pos = brick_sep y_pos = y_pos + brick_height + brick_sep for y in range(bricks_per_row): my_brick = brick.Brick((brick_width), (brick_height), (red)) my_brick.rect.x = x_pos my_brick.rect.y = y_pos bricks_group.add(my_brick) main_surface.blit(my_brick.image, (x_pos, y_pos)) x_pos = x_pos + brick_sep + brick_width x_pos = brick_sep y_pos = y_pos + brick_height + brick_sep for y in range(bricks_per_row): my_brick = brick.Brick((brick_width), (brick_height), (red)) my_brick.rect.x = x_pos my_brick.rect.y = y_pos bricks_group.add(my_brick) main_surface.blit(my_brick.image, (x_pos, y_pos)) x_pos = x_pos + brick_sep + brick_width # loop that moves paddle and collides the ball and paddle as well as ends the game after 3 turns while True: main_surface.blit(background, (0, 0)) for a_brick in bricks_group: main_surface.blit(a_brick.image, a_brick.rect) my_paddle.move(pygame.mouse.get_pos()) my_ball.paddle_collide(paddle_group) my_ball.brick_collide(bricks_group) main_surface.blit(my_paddle.image, my_paddle.rect) my_ball.move() if my_ball.rect.bottom > application_height: num_turns -= 1 my_ball.rect.x = 200 my_ball.rect.y = 300 main_surface.blit(my_ball.image, my_ball.rect) if num_turns == 0: main_surface.fill(white) myFont = pygame.font.SysFont("Times New Roman", 65) label = myFont.render("GAME OVER", 1, white) main_surface.blit(label, (200, 275)) pygame.display.update() pygame.time.wait(100) break main_surface.blit(my_ball.image, my_ball.rect) pygame.display.update() for event in pygame.event.get(): if event == QUIT: pygame.quit() sys.exit()
import paddle as p import ball import time from scoreboard import ScoreBoard my_screen = t.Screen() my_screen.setup(width=800, height=600) my_screen.bgcolor("black") my_screen.title("my ping pong game ") my_screen.tracer(0) fast = 0 #paddle challenge total_paddle = [] r_paddle = p.Paddle((-350, 0)) l_paddle = p.Paddle((350, 0)) ball = ball.Ball() my_screen.listen() 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
dash.ht() dash.speed(0) dash.color("white") dash.sety(300) dash.seth(270) dash.pendown() dash.forward(10) scr.listen() scr.tracer(0) t = -1 l_socre = scoreboard.Score(-20) r_socre = scoreboard.Score(20) balls = ball.Ball() paddle_l = paddle.Paddle(350, 0) paddle_r = paddle.Paddle(-350, 0) scr.onkeypress(paddle_l.up, "Up") scr.onkeypress(paddle_l.down, "Down") scr.onkeypress(paddle_r.up, "w") scr.onkeypress(paddle_r.down, "s") for i in range(300, -300, -10): if (t == 1): dash.pendown() dash.forward(10) else: dash.penup() dash.forward(10) t *= -1
def main(): # Constants that will be used in the program APPLICATION_WIDTH = 400 APPLICATION_HEIGHT = 600 PADDLE_Y_OFFSET = 30 BRICKS_PER_ROW = 10 BRICK_SEP = 4 # The space between each brick BRICK_Y_OFFSET = 70 BRICK_WIDTH = (APPLICATION_WIDTH - (BRICKS_PER_ROW -1) * BRICK_SEP) / BRICKS_PER_ROW BRICK_HEIGHT = 8 PADDLE_WIDTH = 60 PADDLE_HEIGHT = 10 RADIUS_OF_BALL = 10 NUM_TURNS = 3 # Sets up the colors RED = (255, 0, 0) ORANGE = (255, 165, 0) YELLOW = (255, 255, 0) GREEN =(0, 255, 0) CYAN = (0, 255, 255) BLACK = (0, 0, 0) WHITE = (255, 255, 255) colors = [RED, ORANGE, YELLOW, GREEN, CYAN] # creates a sprite fo the sprite groups so the bricks and paddle can collide with the ball bricks_group = pygame.sprite.Group() paddle_group = pygame.sprite.Group() # creates a main surface with a picture as the background main_surface = pygame.display.set_mode((APPLICATION_WIDTH, APPLICATION_HEIGHT), 0, 32) bg = pygame.image.load("construction.jpeg") main_surface.blit(bg, (0, 0)) # the following code displays the bricks on the screen x_pos = BRICK_SEP y_pos = BRICK_Y_OFFSET for hue in colors: for y in range(2): for x in range(BRICKS_PER_ROW): my_brick = brick.Brick(BRICK_WIDTH, BRICK_HEIGHT, hue) my_brick.rect.x = x_pos my_brick.rect.y = y_pos bricks_group.add(my_brick) main_surface.blit(my_brick.image, my_brick.rect) x_pos += BRICK_WIDTH + BRICK_SEP y_pos += BRICK_HEIGHT + BRICK_SEP x_pos = BRICK_SEP # displays the paddle my_paddle = paddle.Paddle(main_surface, BLACK, PADDLE_WIDTH, PADDLE_HEIGHT) paddle_group.add(my_paddle) my_paddle.rect.y = APPLICATION_HEIGHT - PADDLE_Y_OFFSET main_surface.blit(my_paddle.image, my_paddle.rect) # displays the ball my_ball = ball.Ball(BLACK, APPLICATION_WIDTH, APPLICATION_HEIGHT, RADIUS_OF_BALL) my_ball.rect.x = APPLICATION_WIDTH/2 my_ball.rect.y = APPLICATION_HEIGHT/2 main_surface.blit(my_ball.image, my_ball.rect) tries = 0 while True: main_surface.fill(WHITE) main_surface.blit(bg, (0, 0)) # makes the paddle move with the mouse for a_brick in bricks_group: main_surface.blit(a_brick.image, a_brick.rect) my_paddle.move(pygame.mouse.get_pos()) main_surface.blit(my_paddle.image, my_paddle.rect) my_ball.move() my_ball.collide(paddle_group) my_ball.collide_brick(bricks_group) main_surface.blit(my_ball.image, my_ball.rect) end_sound = pygame.mixer.Sound('maybe-next-time.wav') # resets the ball if it goes off the screen if my_ball.rect.bottom >= APPLICATION_HEIGHT: end_sound.play() my_ball.rect.y = APPLICATION_HEIGHT / 2 tries += 1 # displays "game over" if the player looses. The >= makes the game over displays even when the ball # keeps hitting the bottom of the screen if tries >= 3: game_over(main_surface) # displays "winner!" when the player wins by breaking all the bricks if len(bricks_group) == 0: win_game(main_surface) pygame.display.update() for event in pygame.event.get(): if event == QUIT: pygame.quit() sys.exit()
def main(): # Constants that will be used in the program APPLICATION_WIDTH = 400 APPLICATION_HEIGHT = 600 PADDLE_Y_OFFSET = 30 BRICKS_PER_ROW = 10 BRICK_SEP = 4 # The space between each brick BRICK_Y_OFFSET = 70 BRICK_WIDTH = (APPLICATION_WIDTH - (BRICKS_PER_ROW - 1) * BRICK_SEP) / BRICKS_PER_ROW BRICK_HEIGHT = 8 PADDLE_WIDTH = 60 PADDLE_HEIGHT = 10 RADIUS_OF_BALL = 10 NUM_TURNS = 3 ball_width = RADIUS_OF_BALL * 2 ball_height = RADIUS_OF_BALL * 2 # Sets up the colors RED = (255, 0, 0) ORANGE = (255, 165, 0) YELLOW = (255, 255, 0) GREEN = (0, 255, 0) CYAN = (0, 255, 255) BLACK = (0, 0, 0) WHITE = (255, 255, 255) REDER = (200, 0, 0) BLUE = (0, 0, 255) lose = pygame.image.load("skull copy.png") heart = pygame.image.load("Pixel_heart3.png") wins = pygame.image.load("trophy copy.png") # Step 1: Use loops to draw the rows of bricks. The top row of bricks should be 70 pixels away from the top of # the screen (BRICK_Y_OFFSET) brick_group = pygame.sprite.Group() paddle_group = pygame.sprite.Group() pygame.init() main_window = pygame.display.set_mode( (APPLICATION_WIDTH, APPLICATION_HEIGHT), 32, 0) pygame.display.set_caption("Breakout") bg = pygame.image.load("ocean.png") xpos = 0 ypos = BRICK_Y_OFFSET my_paddle = paddle.Paddle(main_window, RED, PADDLE_WIDTH, PADDLE_HEIGHT) paddle_group.add(my_paddle) my_paddle.rect.x = APPLICATION_WIDTH / 2 my_paddle.rect.y = APPLICATION_HEIGHT - PADDLE_Y_OFFSET my_ball = ball.Ball(REDER, ball_width, ball_height, RADIUS_OF_BALL) my_ball.rect.x = 200 my_ball.rect.y = 200 colors = [RED, ORANGE, YELLOW, GREEN, CYAN] pygame.mixer.init() pygame.init() theme = pygame.mixer.Sound("Pirates of the Caribbean - Hes a Pirate-2.wav") theme.play(10) for color in colors: for x in range(2): for y in range(10): my_brick = brick.Brick(BRICK_WIDTH, BRICK_HEIGHT, color) brick_group.add(my_brick) my_brick.rect.x = xpos my_brick.rect.y = ypos xpos += (BRICK_SEP + BRICK_WIDTH) xpos = 0 ypos += BRICK_SEP + BRICK_HEIGHT while True: mousefont = pygame.font.SysFont("Helvetica", 30) mouselable = mousefont.render(str(NUM_TURNS), 80, (255, 100, 100)) main_window.blit(mouselable, (350, 30)) main_window.blit(heart, (365, 26)) pygame.display.update() for event in pygame.event.get(): if event == QUIT: pygame.quit() sys.exit() if event.type == MOUSEMOTION: my_paddle.move(pygame.mouse.get_pos()) if my_ball.rect.bottom > 590: my_ball.rect.x = 200 my_ball.rect.y = 200 NUM_TURNS -= 1 print(NUM_TURNS) if my_ball.rect.bottom > 580: pygame.mixer.init() pygame.init() sound = pygame.mixer.Sound("splash1.wav") sound.play() main_window.blit(bg, (0, 0)) if len(brick_group) == 0: pygame.mixer.init() pygame.init() win = pygame.mixer.Sound("Winning-sound-effect.wav") win.play() mousefont = pygame.font.SysFont("Helvetica", 30) mouselable = mousefont.render("Victory", 1, (0, 255, 0)) main_window.blit(mouselable, (170, 300)) pygame.display.update() main_window.blit(wins, (170, 200)) pygame.display.update() pygame.time.wait(10000) if NUM_TURNS == 1 and my_ball.rect.bottom > 580: main_window.blit(lose, (75, 250)) pygame.display.update() if NUM_TURNS == 0: pygame.time.wait(100000) my_ball.move(NUM_TURNS) my_ball.colide(paddle_group, brick_group) main_window.blit(my_ball.image, my_ball.rect) for a_brick in brick_group: main_window.blit(a_brick.image, a_brick.rect) main_window.blit(my_paddle.image, my_paddle.rect) pygame.display.update()
def main(): # Constants that will be used in the program APPLICATION_WIDTH = 400 APPLICATION_HEIGHT = 600 PADDLE_Y_OFFSET = 30 BRICKS_PER_ROW = 10 BRICK_SEP = 4 # The space between each brick BRICK_Y_OFFSET = 70 BRICK_WIDTH = (APPLICATION_WIDTH - (BRICKS_PER_ROW - 1) * BRICK_SEP) / BRICKS_PER_ROW BRICK_HEIGHT = 8 PADDLE_WIDTH = 60 PADDLE_HEIGHT = 10 RADIUS_OF_BALL = 10 NUM_TURNS = 3 # Sets up the colors RED = (255, 0, 0) ORANGE = (255, 165, 0) YELLOW = (255, 255, 0) GREEN = (0, 255, 0) CYAN = (0, 255, 255) BLACK = (0, 0, 0) WHITE = (255, 255, 255) color = [RED, ORANGE, YELLOW, GREEN, CYAN] mainSurface = pygame.display.set_mode( (APPLICATION_WIDTH, APPLICATION_HEIGHT), 32, 0) mainSurface.fill(WHITE) # Step 1: Use loops to draw the rows of bricks. The top row of bricks should be 70 pixels away from the top of # the screen (BRICK_Y_OFFSET) brick_group = pygame.sprite.Group() paddle_group = pygame.sprite.Group() pygame.init() x = 0 y = BRICK_Y_OFFSET for q in color: for z in range(2): for c in range(BRICKS_PER_ROW): my_brick = brick.Brick(BRICK_WIDTH, BRICK_HEIGHT, q) brick_group.add(my_brick) my_brick.rect.x = x my_brick.rect.y = y mainSurface.blit(my_brick.image, my_brick.rect) x = x + BRICK_WIDTH + BRICK_SEP y = y + BRICK_HEIGHT + BRICK_SEP x = 0 paddle_1 = paddle.Paddle(mainSurface, BLACK, PADDLE_WIDTH, PADDLE_HEIGHT) paddle_1.rect.x = APPLICATION_WIDTH / 2 paddle_1.rect.y = APPLICATION_HEIGHT - PADDLE_Y_OFFSET mainSurface.blit(paddle_1.image, paddle_1.rect) paddle_group.add(paddle_1) ball_1 = ball.Ball(BLACK, APPLICATION_WIDTH, APPLICATION_HEIGHT, RADIUS_OF_BALL) ball_1.rect.x = APPLICATION_HEIGHT / 2 ball_1.rect.y = APPLICATION_WIDTH / 2 mainSurface.blit(ball_1.image, ball_1.rect) win_sound = pygame.mixer.Sound("Yay.wav") lose = pygame.mixer.Sound("lose.wav") lost = pygame.mixer.Sound("no.wav") while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() mainSurface.fill(WHITE) for x in brick_group: mainSurface.blit(x.image, x.rect) paddle_1.move() ball_1.move() ball_1.collide(paddle_group) ball_1.collideBrick(brick_group) mainSurface.blit(paddle_1.image, paddle_1.rect) mainSurface.blit(ball_1.image, ball_1.rect) if len(brick_group) == 0: print("You Won!") win_sound.play() if ball_1.rect.bottom >= APPLICATION_HEIGHT: ball_1.rect.x = APPLICATION_HEIGHT / 2 ball_1.rect.y = APPLICATION_WIDTH / 2 NUM_TURNS -= 1 lose.play() if NUM_TURNS == 0: print("Game Over") lose.play() lost.play() pygame.quit() sys.exit() pygame.display.update()
pygame.display.set_caption('Pong') # Enable this to make the mouse disappear when over our window pygame.mouse.set_visible(0) # This is a font we use to draw text on the screen (size 36) font = pygame.font.Font(None, 36) # Create a surface we can draw on background = pygame.Surface(screen.get_size()) # Create the ball ball = b.GameBall() # Create the player paddle object player = p.Paddle(580) movingsprites = pygame.sprite.Group() movingsprites.add(player) movingsprites.add(ball) handler = d.InputHandler() clock = pygame.time.Clock() done = False exit_program = False while not exit_program: screen.fill(c.BLACK)
import pygame, sys, os import ball, paddle import font from pygame.locals import * pygame.init() window = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Python Pong") FPS = 30 Frame = pygame.time.Clock() b = ball.Ball() b._init_(320, 0) pad = paddle.Paddle() pad._init_(50, 200) enemy = paddle.Paddle() enemy._init_(575, 200) white = pygame.Color(255, 255, 255) up, down = 0, 0 score1, score2 = 0, 0 #game loop while True: window.fill(pygame.Color(0, 0, 0)) #quit the game for e in pygame.event.get(): if e.type == QUIT:
from turtle import Screen, Turtle import paddle import ball import time import scoreboard t = Turtle() screen = Screen() screen.tracer(0) screen.setup(width=1000, height=600) screen.title("Pong Game") screen.bgcolor("black") screen.listen() p1 = paddle.Paddle(480, 0) p2 = paddle.Paddle(-490, 0) p3 = Turtle() b = ball.Ball() player_1 = scoreboard.Scoreboard(-250, 250) player_2 = scoreboard.Scoreboard(250, 250) screen.onkey(p1.up, "Up") screen.onkey(p1.down, "Down") screen.onkey(p2.up, "w") screen.onkey(p2.down, "s") game_on = True while game_on: b.refresh()