Exemple #1
0
screen.onkey(r_paddle.go_down, "Down")
screen.onkey(l_paddle.go_up, "w")
screen.onkey(l_paddle.go_down, "s")

game_is_on = True
while game_is_on:
    time.sleep(ball.move_speed)
    screen.update()
    ball.move_ball()

    # wall collision
    if ball.ycor() > 280 or ball.ycor() < -280:
        ball.bounce()

# paddle collision
    if ball.distance(r_paddle) < 50 and ball.xcor() > 320 or ball.distance(
            l_paddle) < 50 and ball.xcor() < -320:
        ball.paddle_bounce()

# check score right
    if ball.xcor() > 380:
        ball.reset_position()
        score.l_point()

# check score left
    if ball.xcor() < -380:
        ball.reset_position()
        score.r_point()

screen.exitonclick()
Exemple #2
0
screen.listen()
screen.onkey(r_paddle.go_up, "Up")
screen.onkey(r_paddle.go_down, "Down")
screen.onkey(l_paddle.go_up, "w")
screen.onkey(l_paddle.go_down, "a")

is_game_on = True
while is_game_on:
    screen.update()
    time.sleep(0.01)
    my_ball.move()

    if my_ball.ycor() > 280 or my_ball.ycor() < -280:
        my_ball.bounce_y()

    if (my_ball.distance(r_paddle) < 50
            and my_ball.xcor() > 440) or (my_ball.distance(l_paddle) < 50
                                          and my_ball.xcor() < -440):
        my_ball.bounce_x()

    if my_ball.xcor() > 480:
        my_ball.reset_position()
        my_score.l_point()

    if my_ball.xcor() < -480:
        my_ball.reset_position()
        my_score.r_point()

screen.exitonclick()