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import pygame |
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import random |
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import time |
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running = False |
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gameover = False |
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def initScreen(): |
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global black, red, white, screen, width, height |
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width = 640 |
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height = 400 |
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size = (width, height) |
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screen = pygame.display.set_mode(size) |
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white = (255, 255, 255) |
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black = (0,0,0) |
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red = (255,0,0) |
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pygame.display.set_caption("PONG!") |
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def initImage(): |
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global image, image_rect |
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image = pygame.image.load("seehofer.png") |
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image_rect = image.get_rect() |
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image_rect.centerx = width/2 |
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image_rect.centery = height/2 |
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global size_image |
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size_image = image.get_rect().size |
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def initImageMovement(): |
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random.seed(a=None, version=2) |
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rand_x = random.randint(1, 4) |
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random.seed(a=None, version=2) |
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rand_y = random.randint(1, 4) |
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global move_vector |
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move_vector = [ rand_x, rand_y ] |
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class Rectangle(pygame.Rect): |
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def __init__(self, rect_width, rect_height): |
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self.width = rect_width |
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self.height = rect_height |
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self.centerx = width/2 |
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self.centery = height - (rect_height/2) |
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self.speed_x = 0 |
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def initRedRectangle(): |
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global red_rect |
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red_rect = Rectangle(100, 12) |
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def doMovement(): |
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time.sleep(0.01) |
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image_rect.centerx += move_vector[0] |
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image_rect.centery += move_vector[1] |
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if size_image[0]/2 <= image_rect.centerx <= width-(size_image[0]/2) and size_image[1]/2 <= image_rect.centery <= height-(size_image[1]/2): |
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pass |
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else: |
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if image_rect.centerx >= width-size_image[0]/2 or image_rect.centerx <= size_image[0]/2: |
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# CASE 1: image bounces on the right/left wall |
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move_vector[0] = -(move_vector[0]) |
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elif image_rect.centery <= size_image[1]/2: |
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# CASE 2: image bounces on the upper wall |
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move_vector[1] = -(move_vector[1]) |
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elif image_rect.centery >= height-size_image[1]/2: |
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# CASE 3: image is about to pass the lower border of screen |
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if image_rect.colliderect(red_rect): |
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# CASE 3.1: image touches the red balk |
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move_vector[1] = -(move_vector[1]) |
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if not image_rect.colliderect(red_rect): |
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# CASE 3.2: image does not touch the red balk |
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showGameOver() |
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global gameover |
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gameover = True |
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else: |
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# CASE 4: image bounces in one of the upper corners (right or left) |
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move_vector[0] = -(move_vector[0]) |
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move_vector[1] = -(move_vector[1]) |
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def moveRedBalk(): |
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if (red_rect.width/2) <= red_rect.centerx <= width-(red_rect.width/2): |
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red_rect.centerx += red_rect.speed_x * 3 |
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elif red_rect.centerx <= (red_rect.width/2) or red_rect.centerx >= width-(red_rect.width/2): |
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red_rect.speed_x = -(red_rect.speed_x) |
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red_rect.centerx += red_rect.speed_x * 3 |
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def showGameOver(): |
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global text, gameover_rect |
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font = pygame.font.Font(None, 38) |
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text = font.render("Game Over!", 1, white) |
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gameover_rect = text.get_rect() |
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gameover_rect.centerx = width/2 |
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gameover_rect.centery = height/2 |
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def input(): |
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for event in pygame.event.get(): |
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if event.type == pygame.QUIT: |
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return |
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if event.type == pygame.KEYDOWN: |
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if event.key == pygame.K_ESCAPE: |
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return False |
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if event.key == pygame.K_RIGHT: |
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red_rect.speed_x = 1 |
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if event.key == pygame.K_LEFT: |
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red_rect.speed_x = -1 |
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if event.type == pygame.KEYUP: |
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red_rect.speed_x = 0 |
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return True |
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def update(): |
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doMovement() |
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moveRedBalk() |
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def draw(): |
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screen.fill(black) |
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if gameover: |
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screen.blit(text, gameover_rect) |
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else: |
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screen.blit(image, image_rect) |
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pygame.draw.rect(screen, red, red_rect) |
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pygame.display.flip() |
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#------------- MAIN PROGRAMM ---------------- |
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pygame.init() |
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initScreen() |
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initImage() |
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initImageMovement() |
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initRedRectangle() |
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running = True |
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#---------------- GAME LOOP ------------------ |
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while running: |
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running = input() |
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update() |
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draw() |
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