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main.py
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# PONG GAME
import pygame, sys, random
pygame.mixer.pre_init(44100, -16, 2, 512)
pygame.init()
pygame.font.init()
class Player:
def __init__(self, pos_x, pos_y, img_path, PLAYER_MOV_X):
self.pos_x = pos_x
self.pos_y = pos_y
self.PLAYER_MOV_X = PLAYER_MOV_X
self.img_path = img_path
self.image = pygame.image.load(img_path).convert_alpha()
self.rect = self.image.get_rect()
self.rect.center = (pos_x, pos_y)
self.score = 0
def draw(self, screen):
screen.blit(self.image, self.rect)
class Ball:
def __init__(self, img_path, x, y):
self.x = x
self.y = y
self.img_path = img_path
self.image = pygame.image.load(img_path).convert_alpha()
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.SPEED_DX = 3 * random.choice([1, -1])
self.SPEED_DY = 3 * random.choice([1, -1])
def draw(self, screen):
screen.blit(self.image, self.rect)
def update_ball(self):
global start_time, GAME_STATE, MAX_GAME_POINT
self.rect.x += self.SPEED_DX
self.rect.y += self.SPEED_DY
if self.rect.top <= 0:
if player_1.score == MAX_GAME_POINT - 1:
GAME_STATE = "game_over"
player_1.score += 1
game_over(1)
else:
start_time = pygame.time.get_ticks()
GAME_STATE = 'ready'
self.rect.y = CANVAS_HEIGHT / 2 - 14
self.rect.x = CANVAS_WIDTH / 2
self.SPEED_DY *= -1
player_1.score += 1
pygame.mixer.Sound.play(SCORE_UP)
if self.rect.bottom >= CANVAS_HEIGHT:
if player_2.score == MAX_GAME_POINT - 1:
GAME_STATE = "game_over"
player_2.score += 1
game_over(2)
else:
self.rect.y = CANVAS_HEIGHT / 2 - 14
self.rect.x = CANVAS_WIDTH / 2
start_time = pygame.time.get_ticks()
GAME_STATE = 'ready'
self.SPEED_DY *= -1
player_2.score += 1
pygame.mixer.Sound.play(SCORE_UP)
if self.rect.left <= 0 or self.rect.right >= CANVAS_WIDTH:
self.SPEED_DX *= -1
def collisition_detect(self):
if pygame.Rect.colliderect(self.rect, player_1.rect) and self.SPEED_DY > 0:
if abs(self.rect.bottom - player_1.rect.top) <=10 :
self.SPEED_DY *= -1
else:
self.SPEED_DX *= -1
pygame.mixer.Sound.play(PLAYER_1_HIT)
if pygame.Rect.colliderect(self.rect, player_2.rect) and self.SPEED_DY < 0:
if abs(self.rect.top - player_2.rect.bottom) <= 10:
self.SPEED_DY *= -1
else:
self.SPEED_DX *= -1
pygame.mixer.Sound.play(PLAYER_2_HIT)
def disply_background():
screen.blit(BACKGROUND, (0, 0))
def disply_intro():
screen.blit(INTRO, (0, 0))
def count_down(game_stop):
global GAME_STATE
if pygame.time.get_ticks() - game_stop < 1500:
count_time = GAME_FONT.render("READY", False, (127, 235, 191))
screen.blit(count_time, (CANVAS_WIDTH / 2 - 30, CANVAS_HEIGHT / 2 - 100))
elif pygame.time.get_ticks() - game_stop < 2500:
count_time = GAME_FONT.render("1", False, (127, 235, 191))
screen.blit(count_time, (CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2 - 100))
elif pygame.time.get_ticks() - game_stop < 3500:
count_time = GAME_FONT.render("2", False, (127, 235, 191))
screen.blit(count_time, (CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2 - 100))
elif 3501 < pygame.time.get_ticks() - game_stop < 4000:
count_time = GAME_FONT.render("START", False, (0, 224, 133))
screen.blit(count_time, (CANVAS_WIDTH / 2 - 25, CANVAS_HEIGHT / 2 - 100))
else:
GAME_STATE = 'active'
def game_over(winner):
global win
pygame.mixer.Sound.play(WIN)
win = GAME_FONT.render(f"WINNER : Player {winner}", False, (25, 250, 250))
def restart_game():
global player_1, player_2, GAME_STATE, SPEED_DY, tennis_ball, start_time
del player_2
del player_1
del tennis_ball
player_1 = Player(CANVAS_WIDTH / 2, PLAYER_1_Y_POS, "red_player.png", PLAYER_MOV_X)
player_2 = Player(CANVAS_WIDTH / 2, PLAYER_2_Y_POS, "yellow_player.png", PLAYER_MOV_X)
tennis_ball = Ball("ball.png", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2)
GAME_STATE = "ready"
start_time = pygame.time.get_ticks()
count_down(start_time)
FPS = 120
CANVAS_WIDTH = 400
CANVAS_HEIGHT = 650
PLAYER_1_Y_POS = 600
PLAYER_2_Y_POS = 50
PLAYER_MOV_X = 70
GAME_STATE = 'intro'
MAX_GAME_POINT = 10
GAME_FONT = pygame.font.Font("freesansbold.ttf", 17)
clock = pygame.time.Clock()
screen = pygame.display.set_mode((CANVAS_WIDTH, CANVAS_HEIGHT))
ICON = pygame.image.load('Assets/ball.png').convert_alpha()
pygame.display.set_icon(ICON)
pygame.display.set_caption('Pong Game')
BACKGROUND = pygame.image.load("Assets/pong_bck.png").convert()
INTRO = pygame.image.load("Assets/intro.png").convert()
PLAYER_1_HIT = pygame.mixer.Sound("Assets/p_1.wav")
PLAYER_2_HIT = pygame.mixer.Sound("Assets/p_2.wav")
SCORE_UP = pygame.mixer.Sound("Assets/add_score.wav")
WIN = pygame.mixer.Sound("Assets/win.mp3")
player_1 = Player(CANVAS_WIDTH / 2, PLAYER_1_Y_POS, "Assets/red_player.png", PLAYER_MOV_X)
player_2 = Player(CANVAS_WIDTH / 2, PLAYER_2_Y_POS, "Assets/yellow_player.png", PLAYER_MOV_X)
tennis_ball = Ball("Assets/ball.png", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2)
start_time = 0
while True:
clock.tick(FPS)
player_1_score = GAME_FONT.render(f"Player 1 : {player_1.score}", False, (255, 0, 0))
player_2_score = GAME_FONT.render(f"Player 2 : {player_2.score}", False, (252, 240, 3))
disply_background()
player_1.draw(screen)
player_2.draw(screen)
screen.blit(player_1_score, (CANVAS_WIDTH / 2 - 50, CANVAS_HEIGHT - 30))
screen.blit(player_2_score, (CANVAS_WIDTH / 2 - 50, 10))
tennis_ball.draw(screen)
if GAME_STATE == 'intro':
disply_intro()
if GAME_STATE == 'active':
tennis_ball.collisition_detect()
tennis_ball.update_ball()
if GAME_STATE == 'ready':
count_down(start_time)
if GAME_STATE == 'game_over':
global win
restart = GAME_FONT.render(f" Press space to Restart", False, (250, 250, 250))
screen.blit(win, (CANVAS_WIDTH / 2 - 80, CANVAS_HEIGHT / 2 - 30))
screen.blit(restart, (CANVAS_WIDTH / 2 - 100, CANVAS_HEIGHT / 2 + 10))
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE and GAME_STATE == 'intro':
GAME_STATE = "ready"
start_time = pygame.time.get_ticks()
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE and GAME_STATE == 'game_over':
restart_game()
if event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
if player_1.rect.x <= CANVAS_WIDTH - 50:
player_1.rect.x += PLAYER_MOV_X
if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
if player_1.rect.x >= 0:
player_1.rect.x -= PLAYER_MOV_X
if event.type == pygame.KEYDOWN and event.key == pygame.K_f:
if player_2.rect.x < CANVAS_WIDTH - 50:
player_2.rect.x += PLAYER_MOV_X
if event.type == pygame.KEYDOWN and event.key == pygame.K_s:
if player_2.rect.x >= 0:
player_2.rect.x -= PLAYER_MOV_X
pygame.display.update()