Created
September 19, 2023 20:18
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Pong in Pygame
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#!/usr/bin/env python | |
# -*- coding: utf-8 -*- | |
import abc | |
import math | |
import functools | |
import pygame | |
import pygame.locals | |
import pygame.math | |
TEXTURE_BALL = "ball.png" | |
TEXTURE_BAR = "bar.png" | |
SCREEN_SIZE = 640, 480 | |
class Singleton(type): | |
_instances = {} | |
def __call__(cls, *args, **kwargs): | |
if cls not in cls._instances: | |
cls._instances[cls] = super(Singleton, cls).__call__(*args, **kwargs) | |
return cls._instances[cls] | |
class Drawawble: | |
def __init__(self, texture): | |
self.position = pygame.math.Vector2() | |
self.texture = texture | |
def blit(self, surface): | |
surface.blit(self.texture, self.position) | |
@abc.abstractmethod | |
def update(self, dt): ... | |
class Ball(Drawawble, metaclass=Singleton): | |
def __init__(self): | |
super().__init__(pygame.image.load(TEXTURE_BALL)) | |
self.texture = self.texture.convert_alpha() | |
self.texture = pygame.transform.smoothscale(self.texture, (30, 30)) | |
self.speed = pygame.math.Vector2(.1, -.1) | |
self.position = pygame.math.Vector2(300, 300) | |
def update(self, dt): | |
width, height = SCREEN_SIZE | |
w, h = self.texture.get_size() | |
if not math.floor(self.position.x) in range(width - w): | |
self.speed.x *= -1 | |
if not math.floor(self.position.y) in range(height - h): | |
self.speed.y *= -1 | |
self.position += self.speed * dt | |
class Bar(Drawawble): | |
LIMIT = 15 | |
def __init__(self): | |
super().__init__(pygame.image.load(TEXTURE_BAR)) | |
self.texture = pygame.transform.smoothscale(self.texture, pygame.math.Vector2(self.texture.get_size()) / 3) | |
self.texture = pygame.transform.rotate(self.texture, 90) | |
def get_limits(y, limit, height, bottom): | |
return y > limit, y < (height - bottom) - limit | |
def slide_collision(a, b, goal): | |
def slide(a, b, goal): | |
x, y = goal | |
if y > 0: | |
a.bottom = b.top | |
else: | |
a.top = b.bottom | |
if x > 0: | |
a.right = b.left | |
else: | |
a.left = b.right | |
return a | |
direcction = [False, False] | |
x, y = goal | |
for i, vec in enumerate(((0, x), (y, 0))): | |
direcction[i] = a.colliderect(b) | |
if direcction[i]: | |
a = slide(a, b, vec) | |
return a, direcction | |
def collision_process(): | |
pass | |
class BarIA(Bar, metaclass=Singleton): | |
def __init__(self): | |
super().__init__() | |
self.position = pygame.math.Vector2(SCREEN_SIZE[0] - (Bar.LIMIT + self.texture.get_rect().right), Bar.LIMIT) | |
def update(self, dt): | |
ball = Ball() | |
self.position.y = ball.position.y - (self.texture.get_rect().bottom / 2) | |
class BarPlayer(Bar, metaclass=Singleton): | |
def __init__(self): | |
super().__init__() | |
self.position = pygame.math.Vector2(Bar.LIMIT, Bar.LIMIT) | |
def update(self, dt): | |
width, height = SCREEN_SIZE | |
limit_top, limit_bottom = get_limits(self.position.y, Bar.LIMIT, height, self.texture.get_height()) | |
keys = pygame.key.get_pressed() | |
if keys[pygame.locals.K_w] and limit_top: | |
self.position.y -= 0.25 * dt | |
if keys[pygame.locals.K_s] and limit_bottom: | |
self.position.y += 0.25 * dt | |
ball = Ball() | |
rect_player = self.texture.get_rect().move(self.position) | |
rect_ball = ball.texture.get_rect().move(ball.position) | |
rect_player, direcction = slide_collision(rect_player, rect_ball, ball.speed) | |
if direcction[0]: | |
ball.speed.x *= -1 | |
if direcction[1]: | |
ball.speed.y *= -1 | |
if __name__ == "__main__": | |
pygame.init() | |
running = True | |
screen = pygame.display.set_mode(SCREEN_SIZE) | |
clock = pygame.time.Clock() | |
pygame.display.set_caption("Pong") | |
dt = 1.0 | |
bar_player = BarPlayer() | |
bar_ia = BarIA() | |
ball = Ball() | |
entities = bar_player, bar_ia, ball | |
while running: | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
running = False | |
for ent in entities: | |
ent.update(dt) | |
screen.fill((255, 255, 255)) | |
for ent in entities: | |
ent.blit(screen) | |
pygame.display.update() | |
dt = clock.tick(60) | |
pygame.quit() |
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