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303 lines (160 loc) · 6.44 KB
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# Alexander McKeever
# 03/28/2013
# ping pong
from Tkinter import *
master = Tk()
import time
frame = Canvas(master, width=1000, height=600, bg="black")
frame.pack()
#Game board
frame.create_rectangle(50, 50, 950, 500, outline="white")
frame.create_line(500, 50, 500, 500, fill="white", dash=(6,6))
frame.create_rectangle(40, 220 ,50, 320, fill='black')
frame.create_rectangle(950, 220, 960, 320, fill='black')
ballActive = (True)
paddle1positionX1 = (100)
paddle1positionXn = (115)
paddle1positionY1 = (325)
paddle1positionYn = (275)
paddle2positionX1 = (885)
paddle2positionXn = (900)
paddle2positionY1 = (325)
paddle2positionYn = (275)
#Starting position of the ball
gameBallX1 = (505)
gameBallY1 = (260)
gameBallXn = (495)
gameBallYn = (270)
ballColorVar= (0)
gameBallColor = ('white')
numberColor = ('white')
#speed at which the frame updates
gameBallSpeed = (0.0225)
# amount of pixels moved up or down each time the frame updates
gameBallHorizontalDirection = (3)
gameBallVerticalDirection = (3)
player1Score = (0)
player2Score = (0)
#game Objects
def gameBall (x1, y1, xn, yn):
frame.create_rectangle(x1, y1, xn, yn, fill=(gameBallColor), tag="gameBall")
def player1paddle (x1, y1, xn, yn):
frame.create_rectangle(x1, y1, xn, yn, fill="white", tag="paddle1")
def player2paddle (x1, y1, xn, yn):
frame.create_rectangle(x1, y1, xn, yn, fill="white", tag="paddle2")
#creating starting position of objects
gameBall(gameBallX1, gameBallY1, gameBallXn , gameBallYn)
player1paddle(paddle1positionX1, paddle1positionY1, paddle1positionXn, paddle1positionYn)
player2paddle(paddle2positionX1, paddle2positionY1, paddle2positionXn, paddle2positionYn)
frame.focus_set()
#Reset Button
def restartGameball():
global ballActive
global gameBallX1
global gameBallY1
global gameBallXn
global gameBallYn
global gameBallHorizontalDirection
global gameBallVerticalDirection
if ballActive == (False):
gameBallX1 = (505)
gameBallY1 = (260)
gameBallXn = (495)
gameBallYn = (270)
gameBallHorizontalDirection = (3)
gameBallVerticalDirection = (3)
gameBall(gameBallX1, gameBallY1, gameBallXn , gameBallYn)
ballActive = (True)
b = Button(master, text="Reset", command=restartGameball)
b.pack()
def mouseClick(Click):
print(Click.x, Click.y)
global ballActive
global player1Score
global player2Score
global colorMode
global ballColorVar
global gameBallColors
global gameBallColor
global gameBallSpeed
global paddle1positionY1
global paddle1positionYn #player paddle Coordinates
global paddle2positionY1
global paddle2positionYn
global gameBallX1
global gameBallY1
global gameBallXn
global gameBallYn
global gameBallHorizontalDirection
global gameBallVerticalDirection
# gameball X1 is the left side of the gameball and gameball Xn is the right side
while ballActive == (True):
if gameBallXn <= (45) and ballActive == (False):
player2Score = (player2Score + 1 )
print (player2Score)
if gameBallXn <= 50 :
ballActive = (False)
if (gameBallXn <= (50) and gameBallY1 < (219)) or (gameBallXn <= (115) and gameBallY1 < paddle1positionY1 and gameBallYn > paddle1positionYn ):
gameBallHorizontalDirection = (-3)
#if it hits the left wall or the left paddle
if (gameBallX1 >= (950) and gameBallY1 < (219)) or (gameBallXn <= 50 and gameBallY1 > (320)) or (gameBallX1 >= (885) and gameBallY1 < paddle2positionY1 and gameBallYn > paddle2positionYn) :
gameBallHorizontalDirection = (3) #If it hits the right wall or the right paddle
if gameBallY1 <= (50) : #ceiling and floor Collisions
gameBallVerticalDirection = (-3)
if gameBallYn >= (500):
gameBallVerticalDirection = (3)
#gameBall movement
gameBallX1 = (gameBallX1 - (gameBallHorizontalDirection))
gameBallXn = (gameBallXn - (gameBallHorizontalDirection))
gameBallY1 = (gameBallY1 - (gameBallVerticalDirection))
gameBallYn = (gameBallYn - (gameBallVerticalDirection))
gameBall(gameBallX1, gameBallY1, gameBallXn , gameBallYn)
frame.update()
frame.delete("gameBall")
time.sleep(gameBallSpeed )
paddle1and2Speed = (9) # How fast both paddle move up and down in pixels
#player 1 movement
def player1upKey(Up): # paddle 1 moving Up
global paddle1Speed
global paddle1positionY1
global paddle1positionYn
if paddle1positionYn >= 53:
paddle1positionY1 = (paddle1positionY1 - (paddle1and2Speed))
paddle1positionYn = (paddle1positionYn - (paddle1and2Speed))
frame.delete("paddle1")
player1paddle(100, paddle1positionY1, 115, paddle1positionYn)
def player1downKey(Down): # paddle 1 moving Down
global paddle1and2Speed
global paddle1positionY1
global paddle1positionYn
if paddle1positionY1 <= 493:
paddle1positionY1 = (paddle1positionY1 + (paddle1and2Speed))
paddle1positionYn = (paddle1positionYn + (paddle1and2Speed))
frame.delete("paddle1")
player1paddle(100, paddle1positionY1, 115, paddle1positionYn)
#player 2 movement
def player2upKey(Up):
global paddle1and2Speed
global paddle2positionY1
global paddle2positionYn
if paddle2positionYn >= 53 :
paddle2positionY1 = (paddle2positionY1 - (paddle1and2Speed))
paddle2positionYn = (paddle2positionYn - (paddle1and2Speed))
frame.delete("paddle2")
player2paddle(900, paddle2positionY1, 885, paddle2positionYn)
def player2downKey(Down):
global paddle1and2Speed
global paddle2positionY1
global paddle2positionYn
if paddle2positionY1 <= 490:
paddle2positionY1 = (paddle2positionY1 + (paddle1and2Speed))
paddle2positionYn = (paddle2positionYn + (paddle1and2Speed))
frame.delete("paddle2")
player2paddle(900, paddle2positionY1, 885, paddle2positionYn)
frame.bind("<Button-1>", mouseClick)
frame.bind("<Up>", player2upKey)
frame.bind("<Down>", player2downKey)
frame.bind("<w>", player1upKey)
frame.bind("<s>", player1downKey)
frame.pack()
mainloop()