import pygame pygame.init() # Font that is used to render the text font20 = pygame.font.Font('freesansbold.ttf', 20) # RGB values of standard colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) GREEN = (0, 255, 0) # Basic parameters of the screen WIDTH, HEIGHT = 500, 300 screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Pong") clock = pygame.time.Clock() FPS = 30 # Striker class class Striker: # Take the initial position, dimensions, speed and color of the object def __init__(self, posx, posy, width, height, speed, color): self.posx = posx self.posy = posy self.width = width self.height = height self.speed = speed self.color = color # Rect that is used to control the position and collision of the object self.geekRect = pygame.Rect(posx, posy, width, height) # Object that is blit on the screen self.geek = pygame.draw.rect(screen, self.color, self.geekRect) # Used to display the object on the screen def display(self): self.geek = pygame.draw.rect(screen, self.color, self.geekRect) def update(self, yFac): self.posy = self.posy + self.speed*yFac # Restricting the striker to be below the top surface of the screen if self.posy <= 0: self.posy = 0 # Restricting the striker to be above the bottom surface of the screen elif self.posy + self.height >= HEIGHT: self.posy = HEIGHT-self.height # Updating the rect with the new values self.geekRect = (self.posx, self.posy, self.width, self.height) def displayScore(self, text, score, x, y, color): text = font20.render(text+str(score), True, color) textRect = text.get_rect() textRect.center = (x, y) screen.blit(text, textRect) def getRect(self): return self.geekRect # Ball class class Ball: def __init__(self, posx, posy, radius, speed, color): self.posx = posx self.posy = posy self.radius = radius self.speed = speed self.color = color self.xFac = 1 self.yFac = -1 self.ball = pygame.draw.circle( screen, self.color, (self.posx, self.posy), self.radius) self.firstTime = 1 def display(self): self.ball = pygame.draw.circle( screen, self.color, (self.posx, self.posy), self.radius) def update(self): self.posx += self.speed*self.xFac self.posy += self.speed*self.yFac # If the ball hits the top or bottom surfaces, # then the sign of yFac is changed and # it results in a reflection if self.posy <= 0 or self.posy >= HEIGHT: self.yFac *= -1 if self.posx <= 0 and self.firstTime: self.firstTime = 0 return 1 elif self.posx >= WIDTH and self.firstTime: self.firstTime = 0 return -1 else: return 0 def reset(self): self.posx = WIDTH//2 self.posy = HEIGHT//2 self.xFac *= -1 self.firstTime = 1 # Used to reflect the ball along the X-axis def hit(self): self.xFac *= -1 def getRect(self): return self.ball # Game Manager def main(): running = True # Defining the objects geek1 = Striker(20, 0, 10, 100, 10, GREEN) geek2 = Striker(WIDTH-30, 0, 10, 100, 10, GREEN) ball = Ball(WIDTH//2, HEIGHT//2, 7, 7, WHITE) listOfGeeks = [geek1, geek2] # Initial parameters of the players geek1Score, geek2Score = 0, 0 geek1YFac, geek2YFac = 0, 0 while running: screen.fill(BLACK) # Event handling for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: geek2YFac = -1 if event.key == pygame.K_DOWN: geek2YFac = 1 if event.key == pygame.K_w: geek1YFac = -1 if event.key == pygame.K_s: geek1YFac = 1 if event.type == pygame.KEYUP: if event.key == pygame.K_UP or event.key == pygame.K_DOWN: geek2YFac = 0 if event.key == pygame.K_w or event.key == pygame.K_s: geek1YFac = 0 # Collision detection for geek in listOfGeeks: if pygame.Rect.colliderect(ball.getRect(), geek.getRect()): ball.hit() # Updating the objects geek1.update(geek1YFac) geek2.update(geek2YFac) point = ball.update() # -1 -> Geek_1 has scored # +1 -> Geek_2 has scored # 0 -> None of them scored if point == -1: geek1Score += 1 elif point == 1: geek2Score += 1 # Someone has scored # a point and the ball is out of bounds. # So, we reset it's position if point: ball.reset() # Displaying the objects on the screen geek1.display() geek2.display() ball.display() # Displaying the scores of the players geek1.displayScore("Geek_1 : ", geek1Score, 100, 20, WHITE) geek2.displayScore("Geek_2 : ", geek2Score, WIDTH-100, 20, WHITE) pygame.display.update() clock.tick(FPS) if __name__ == "__main__": main() pygame.quit()