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[Python] Pong

Mkalo

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Jun 1, 2011
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Meh I was asked to do that in the college so I did it. Using PPlay that is a framework(module based on pygame) developed at my college http://www2.ic.uff.br/pplay/ (The website is broken if you select english... the fuck)

I had to do it in 3 hours. Made in 2 so the code is a freakin garbage.

1EEJwu1.png


Code: (http://pastebin.com/4m9sCfrk)
Code + Resources: https://mega.nz/#!Tk4hFKgZ!JVJUovn9wY2YZlYXRAk7hS1rZ6JakdXjhrwexIcHRFo
Code:
from PPlay.window import *
from PPlay.sprite import *
from math import cos, sin, sqrt

Pi = 3.14159265359
font = pygame.font.Font("arial.ttf", 32)
scorefont = pygame.font.Font("arial.ttf", 18)
starttext = font.render("Press Space to Start!", 0,(255,255,255))
wintext = font.render("You win!", 0,(255,255,255))
losetext = font.render("You lose!", 0,(255,255,255))

scoreA = 0
scoreB = 0

class Game:
    janela = False
    screen = False
    width = 0
    heigth = 0
    objetos = []
    textobjs = []
    keybinds = []
    eventbinds = []
    background = False
    teclado = False
    borders = False

    def __init__(self, w, h):
        self.janela = Window(w, h)
        self.screen = self.janela.get_screen()
        self.teclado = self.janela.get_keyboard()
        self.borders = [0, w, 0, h]
        self.width = w
        self.heigth = h

    def update(self):
        if(self.janela):
            if(self.background):
                if(type(self.background) == tuple or type(self.background) == list):
                    self.screen.fill(self.background)
                else:
                    self.background.draw()
               
            for bind in self.eventbinds:
                if(type(bind[1]) == int and bind[2]):
                    bind[0](self, self.objetos[bind[1]], bind[2])
                elif(type(bind[1]) == int):
                    bind[0](self, self.objetos[bind[1]])
                else:
                    bind[0](self)
           
            for bind in self.keybinds:
                if(bind[1]):
                    bind[0](self, self.teclado, self.objetos[bind[1]])
                else:
                    bind[0](self, self.teclado)

            for obj in self.objetos:
                obj[0].set_position(obj[1], obj[2])
                obj[0].draw()

            for textobj in self.textobjs:
                game.screen.blit(textobj[0], textobj[1])

            self.janela.update()
    def setbackground(self, obj):
        self.background = obj

    def setborders(self, borders):
        self.borders = borders

    def addobject(self, obj, w = 0, h = 0, posx = 0, posy = 0, v = [0, 0]):
        #[obj, posx, posy, vetor, w, h, id]
        obj.set_position(posx, posy)
        tmp = []
        tmp.append(obj)
        tmp.append(posx)
        tmp.append(posy)
        tmp.append(v)
        tmp.append(w)
        tmp.append(h)
        tmp.append(len(self.objetos))
        self.objetos.append(tmp)
        return len(self.objetos) - 1
    def addtextobj(self, obj, pos):
        self.textobjs.append([obj, pos])

    def bindkeyboard(self, f, objid = False):
        #self.janela, self.teclado, self.objetos[objid]
        self.keybinds.append([f, objid])
        return len(self.keybinds) - 1

    def bindevent(self, f, objid = False, args = False):
        self.eventbinds.append([f, objid, args])

# Inicio do Jogo:

def moverbat(game, teclado, obj):
    janela = game.janela
    borders = game.borders
    if teclado.key_pressed("down"):
        obj[2] += obj[3][1] * janela.delta_time()
    if teclado.key_pressed("up"):
        obj[2] -= obj[3][1] * janela.delta_time()

    if obj[1] > borders[1]-obj[4]:
        obj[1] = borders[1]-obj[4]
    elif obj[1] < borders[0]:
        obj[1] = borders[0]
    if obj[2] > borders[3]-obj[5]:
        obj[2] = borders[3]-obj[5]
    elif obj[2] < borders[2]:
        obj[2] = borders[2]

    return

def moverbat2(game, teclado, obj):
    janela = game.janela
    borders = game.borders
    if teclado.key_pressed("s"):
        obj[2] += obj[3][1] * janela.delta_time()
    if teclado.key_pressed("w"):
        obj[2] -= obj[3][1] * janela.delta_time()

    if obj[1] > borders[1]-obj[4]:
        obj[1] = borders[1]-obj[4]
    elif obj[1] < borders[0]:
        obj[1] = borders[0]
    if obj[2] > borders[3]-obj[5]:
        obj[2] = borders[3]-obj[5]
    elif obj[2] < borders[2]:
        obj[2] = borders[2]

    return

def speed(vx, vy):
    return sqrt(vx**2 + vy**2)

def endGame(game, win):
    text = wintext if win else losetext
    game.objetos = []
    game.keybinds = []
    game.eventbinds = []
    game.textobjs = []
    game.setbackground([0, 0, 0])
    game.addtextobj(text, [(game.width-text.get_width())/2, (game.heigth-text.get_height())/2])
    game.bindkeyboard(startGame)
    game.setbackground((0, 0, 0))
    game.addtextobj(starttext, [(game.width-starttext.get_width())/2, (game.heigth-starttext.get_height())/2 + 40])

def moverball(game, obj):
    janela = game.janela
    borders = game.borders
    for objc in game.objetos:
        if objc[6] != obj[6]:
            if(obj[7] != objc[6] and obj[0].collided(objc[0])):
                f = obj[5]/2
                a = 1
                b = 1
                if(obj[3][0] > 0):
                    a = -1
                    b = 1
                    f = 0
                else:
                    a = 1
                    b = -1
                   
                intersect = (objc[2]+(objc[5]/2)) - (obj[2] + f)
                nintersect = (intersect/(objc[5]/2))
                obj[8] = nintersect * 5*Pi/12
                curspeed = speed(obj[3][0], obj[3][1])
               
                obj[3][0] = curspeed*cos(obj[8])*a
                obj[3][1] = curspeed*sin(obj[8])*b
                obj[7] = objc[6]
                break

    obj[1] += obj[3][0] * janela.delta_time()
    obj[2] += obj[3][1] * janela.delta_time()

    if obj[1] > borders[1]-obj[4]:
        endGame(game, True)
        global scoreA
        scoreA = scoreA + 1
    elif obj[1] < borders[0]:
        endGame(game, False)
        global scoreB
        scoreB = scoreB + 1
    if obj[2] > borders[3]-obj[5]:
        obj[2] = borders[3]-obj[5]
        obj[3][1] = -obj[3][1]
    elif obj[2] < borders[2]:
        obj[2] = borders[2]
        obj[3][1] = -obj[3][1]

    return

def moverbatia(game, obj, args):
    ballobj = game.objetos[args[0]]
    janela = game.janela
    borders = game.borders
    if ballobj[2] > obj[2] + obj[5]/2:
        obj[2] += obj[3][1] * janela.delta_time()
    if ballobj[2] < obj[2] + obj[5]/2:
        obj[2] -= obj[3][1] * janela.delta_time()

    if obj[1] > borders[1]-obj[4]:
        obj[1] = borders[1]-obj[4]
    elif obj[1] < borders[0]:
        obj[1] = borders[0]
    if obj[2] > borders[3]-obj[5]:
        obj[2] = borders[3]-obj[5]
    elif obj[2] < borders[2]:
        obj[2] = borders[2]

    return

def startGame(game, teclado):
    if teclado.key_pressed("space"):
        game.keybinds = []
        game.textobjs = []
        game.setborders([0, 640, 5, 475])
        game.setbackground(Sprite("background.png"))
        scoretext = scorefont.render(str(scoreA) + "  -  " + str(scoreB), 0,(255,255,255))
        game.addtextobj(scoretext, [(game.width-scoretext.get_width())/2, 5])
        ball = game.addobject(Sprite("ball.png"), 10, 10, 315, 235, [-400, 0])
        game.objetos[ball].append(-1) # last collision
        game.objetos[ball].append(0) # angle
        batone = game.addobject(Sprite("bat.png"), 10, 80, 0, 200, [0, 300])
        game.objetos[batone].append(0)
        battwo = game.addobject(Sprite("bat.png"), 10, 80, 630, 200, [0, 310])
        game.objetos[battwo].append(0)
        game.bindkeyboard(moverbat, batone)
        #game.bindevent(moverbatia, batone, [ball])
        game.bindevent(moverbatia, battwo, [ball])
        game.bindevent(moverball, ball)

game = Game(640, 480)
game.janela.set_title("Pong")
game.bindkeyboard(startGame)
game.setbackground((0, 0, 0))
game.addtextobj(starttext, [(game.width-starttext.get_width())/2, (game.heigth-starttext.get_height())/2])

while(1):
    game.update()
 
How long did it take you to learn coding and to remember all of this?
I don't know how long it took to learn that but I've been programming for 7 years, but you can do something like that in 1 month, there is nothing complicated there, only a bit of math and knowing the language.
 
I don't know how long it took to learn that but I've been programming for 7 years, but you can do something like that in 1 month, there is nothing complicated there, only a bit of math and knowing the language.
I wish i could learn but a forget everything too fast :( like i knew how to drive last year but i forgot how to, so i had to retrain myself to drive
 
Python is one of the easiest language to learn.
It's cleaner and easy to read.
It's faster in production due to the modules (libraries) you import into the project.
Where some language use 10 lines of code, python uses only two or one.
It's making it's way up on the chart (job-wise) but depending on the purpose of your project.
To product something fast, you can use python and mix it with another language (ie for performance)
I didn't try to mix yet, as I am still getting my hands dirty with different APIs on the net.
Right now I am creating a discord bot using python and it's only getting somewhat easier as I go.
I recommend this language for beginners.
 
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