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pong.py
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import turtle
wn = turtle.Screen()
wn.title("Pong!")
wn.bgcolor("black")
wn.setup(width=800,height=600)
wn.tracer(0)
#blocks
block1 = turtle.Turtle()
block1.speed(0)
block1.shape("square")
block1.color("white")
block1.shapesize(stretch_wid=10,stretch_len=1)
block1.penup()
block1.hideturtle()
block1.sety(400)
block1.dy = -0.1
# ball
ball = turtle.Turtle()
ball.speed(0)
ball.shape("circle")
ball.color("white")
ball.penup()
ball.goto(0,0)
ball.dx = -0.3
ball.dy = 0.3
# paddle a
paddle_a = turtle.Turtle()
paddle_a.speed(0)
paddle_a.shape("square")
paddle_a.color("red")
paddle_a.shapesize(stretch_wid=5, stretch_len=1)
paddle_a.penup()
paddle_a.goto(-350,0)
# paddle b
paddle_b = turtle.Turtle()
paddle_b.speed(0)
paddle_b.shape("square")
paddle_b.color("blue")
paddle_b.shapesize(stretch_wid=5, stretch_len=1)
paddle_b.penup()
paddle_b.goto(350,0)
# Scoring system
pen = turtle.Turtle()
pen.speed(0)
pen.color("white")
pen.penup()
pen.hideturtle()
pen.goto(0,260)
pen.write("PlayerA: 0 PlayerB: 0", align="center",font=("Courier", 20,"normal"))
#score
score_a = 0
score_b = 0
# function
def paddle_a_up():
y = paddle_a.ycor()
y+=20
paddle_a.sety(y)
def paddle_a_down():
y = paddle_a.ycor()
y-=20
paddle_a.sety(y)
def paddle_b_up():
y = paddle_b.ycor()
y+=20
paddle_b.sety(y)
def paddle_b_down():
y = paddle_b.ycor()
y-=20
paddle_b.sety(y)
#move block
def fxn_block1():
block1.showturtle()
block1.sety(block1.ycor()+block1.dy)
#keyboard binding
wn.listen()
wn.onkeypress(paddle_a_up, "w")
wn.onkeypress(paddle_a_down, "s")
wn.onkeypress(paddle_b_up, "Up")
wn.onkeypress(paddle_b_down, "Down")
#main game loop
while True:
wn.update()
# move the ball
ball.setx(ball.xcor()+ ball.dx)
ball.sety(ball.ycor()+ ball.dy)
# Border Checking
if ball.ycor() >290:
ball.sety(290)
ball.dy *= -1
if ball.ycor() < -290:
ball.sety(-290)
ball.dy *= -1
if ball.xcor() > 390:
ball.goto(0,0)
ball.dx *= -1
score_a +=1
pen.clear()
pen.write("PlayerA: {} PlayerB: {}".format(score_a,score_b), align="center",font=("Courier", 20,"normal"))
if ball.xcor() < -390:
ball.goto(0,0)
ball.dx *= -1
score_b +=1
pen.clear()
pen.write("PlayerA: {} PlayerB: {}".format(score_a,score_b), align="center",font=("Courier", 20,"normal"))
# Collision
if (ball.xcor() > 340 and (ball.xcor()<350) and ball.ycor() < paddle_b.ycor()+40 and ball.ycor()> paddle_b.ycor() -40):
ball.setx(340)
ball.dx *= -1.05
if (ball.xcor() < -340 and ball.xcor()> -350) and (ball.ycor() < paddle_a.ycor()+40 and ball.ycor()> paddle_a.ycor() -40):
ball.setx(-340)
ball.dx *= -1.05
#paddle lock
if paddle_a.ycor()>255:
paddle_a.sety(255)
if paddle_a.ycor()<-255:
paddle_a.sety(-255)
if paddle_b.ycor()>255:
paddle_b.sety(255)
if paddle_b.ycor()<-255:
paddle_b.sety(-255)
#Blocks border checking
if (ball.xcor() < block1.xcor()+10 and ball.xcor()> block1.xcor()) and (ball.ycor() < block1.ycor()+100 and ball.ycor()> block1.ycor() -100):
ball.setx(block1.xcor()+10)
ball.dx *= -2
if (ball.xcor() > block1.xcor()-5 and ball.xcor()< block1.xcor()) and (ball.ycor() < block1.ycor()+100 and ball.ycor()> block1.ycor() -100):
ball.setx(block1.xcor()-5)
ball.dx *= -2
if score_a==1 or score_b == 1:
fxn_block1()