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Pong8_timer.py
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Pong8_timer.py
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import pygame, sys
import random
def ball_animation():
global ball_speed_x, ball_speed_y, player_score, opponent_score, score_time
ball.x += ball_speed_x
ball.y += ball_speed_y
# hitting walls
if ball.left<=0:
player_score += 1
score_time = pygame.time.get_ticks()
if ball.right>=screen_width:
opponent_score += 1
score_time = pygame.time.get_ticks()
if ball.top <= 0 or ball.bottom >= screen_height:
ball_speed_y *= -1
if ball.colliderect(player) or ball.colliderect(opponent):
ball_speed_x *= -1
def player_animation():
player.y += player_speed
if player.top <= 0:
player.top = 0
if player.bottom >= screen_height:
player.bottom = screen_height
def opponent_ai():
if opponent.top < ball.y:
opponent.top += opponent_speed
if opponent.bottom > ball.y:
opponent.bottom -= opponent_speed
if opponent.top <= 0:
opponent.top = 0
if opponent.bottom >= screen_height:
opponent.bottom = screen_height
def ball_restart():
global ball_speed_x, ball_speed_y, score_time, light_grey
current_time = pygame.time.get_ticks()
ball.center = (screen_width/2, screen_height/2)
if current_time - score_time < 700:
number_three = game_font.render("3", False, light_grey)
screen.blit(number_three,(screen_width/2 - 10, screen_height/2 + 20))
if 700 < current_time - score_time < 1400:
number_two = game_font.render("2", False, light_grey)
screen.blit(number_two,(screen_width/2 - 10, screen_height/2 + 20))
if 1400 < current_time - score_time < 2100:
number_one = game_font.render("1", False, light_grey)
screen.blit(number_one,(screen_width/2 - 10, screen_height/2 + 20))
if current_time - score_time < 2100:
ball_speed_x, ball_speed_y = 0, 0
else:
ball_speed_y = 7 * random.choice((1,-1))
ball_speed_x = 7 * random.choice((1,-1))
score_time = None
# general setup
pygame.init()
clock = pygame.time.Clock()
# setting up the main window
screen_width = 1280
screen_height = 960
screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption('Pong')
# Game rectangles
# Define rectangles
ball = pygame.Rect(screen_width/2 - 15, screen_height/2 - 15, 30, 30)
player = pygame.Rect(screen_width-20, screen_height/2 - 70, 10, 140)
opponent = pygame.Rect(10, screen_height/2 - 70, 10, 140)
# colors
bg_color = pygame.Color('grey12')
light_grey = (200, 200, 200)
# Game Variables
ball_speed_x = 7 * random.choice((1, -1))
ball_speed_y = 7 * random.choice((1, -1))
player_speed = 0
opponent_speed = 7
# Text Variables
player_score = 0
opponent_score = 0
game_font = pygame.font.Font("freesansbold.ttf", 32)
# Score Timer
score_time = True
# updating screen / drawing
while True:
# handling input
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
player_speed += 7
if event.key == pygame.K_UP:
player_speed -= 7
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN:
player_speed -= 7
if event.key == pygame.K_UP:
player_speed += 7
ball_animation()
player_animation()
opponent_ai()
# Visuals
screen.fill(bg_color)
# Draw rectangles
pygame.draw.rect(screen, light_grey, player)
pygame.draw.rect(screen, light_grey, opponent)
pygame.draw.ellipse(screen, light_grey, ball)
pygame.draw.aaline(screen, light_grey, (screen_width/2, 0), (screen_width/2, screen_height))
if score_time:
ball_restart()
player_text = game_font.render(f"{player_score}", False, light_grey)
screen.blit(player_text, (660, 470))
opponent_text = game_font.render(f"{opponent_score}", False, light_grey)
screen.blit(opponent_text, (600, 470))
# updating the window
pygame.display.flip()
clock.tick(60)