博客
关于我
强烈建议你试试无所不能的chatGPT,快点击我
Mini-project # 4 - "Pong"___An Introduction to Interactive Programming in Python"RICE"
阅读量:5256 次
发布时间:2019-06-14

本文共 10818 字,大约阅读时间需要 36 分钟。

Mini-project #4 - "Pong"

In this project, we will build a version of 
, one of the first arcade video games (1972). While Pong is not particularly exciting compared to today's video games, Pong is relatively simple to build and provides a nice opportunity to work on the skills that you will need to build a game like 
Asteroids
. As usual, we have provided a 
 that can be used to guide your development of Pong.

Mini-project development process

  1. Add code to the program template that draws a ball moving across the Pong table. We recommend that you add the positional update for the ball to the draw handler as shown in the second part of the "Motion" video.
  2. Add code to the function spawn_ball that spawns a ball in the middle of the table and assigns the ball a fixed velocity (for now). Ignore the parameter direction at this point.
  3. Add a call to spawn_ball in the function new_game which starts a game of Pong. Note that the program templates includes an initial call to new_game in the main body of your program to get a game going immediately.
  4. Modify your code such that the ball collides with and bounces off of the top and bottom walls. Experiment with different hard-coded initial velocities to test your code.
  5. Add randomization to the velocity in spawn_ball(direction) The velocity of the ball should be upwards and towards the right if direction == RIGHT and upwards and towards the left if direction == LEFT. The exact values for the horizontal and vertical components of this velocity should be generated using random.randrange(). For the horizontal velocity, we suggest a speed of around random.randrange(120, 240) pixels per second. For the vertical velocity, we suggest a speed of around random.randrange(60, 180) pixels per second. (You will need to set the signs of velocities appropriately.)
  6. Add code to the draw handler that tests whether the ball touches/collides with the left and right gutters. (Remember that the gutters are offset from the left and right edges of the canvas by the width of the paddle as described in the "Pong" video.) When the ball touches a gutter, use either spawn_ball(LEFT) or spawn_ball(RIGHT) to respawn the ball in the center of the table headed towards the opposite gutter.
  7. Next, add code that draws the left and right paddles in their respective gutters. The vertical positions of these two paddles should depend on two global variables. (In the template, the variables were paddle1_pos and paddle2_pos.)
  8. Add code that modifies the values of these vertical positions via an update in the draw handler.  The update should reference two global variables that contain the vertical velocities of the paddles. (In the template, the variables were paddle1_vel and paddle2_vel.)
  9. Update the values of these two vertical velocities using key handlers. The "w" and "s" keys should control the vertical velocity of the left paddle while the "Up arrow" and "Down arrow" key should control the velocity of the right paddle. In our version of Pong, the left paddle moves up at a constant velocity if the "w" key is pressed and moves down at a constant velocity if the "s" is pressed and is motionless if neither is pressed. (The motion if both are pressed is up to you.) To achieve this effect, you will need to use both a keydown and a keyup handler to increase/decrease the vertical velocity in an appropriate manner.
  10. Restrict your paddles to stay entirely on the canvas by adding a check before you update the paddles' vertical positions in the draw handler. In particular, test whether the current update for a paddle's position will move part of the paddle off of the screen. If it does, don't allow the update.
  11. Modify your collision code for the left and right gutters in step 6 to check whether the ball is actually striking a paddle when it touches a gutter. If so, reflect the ball back into play. This collision model eliminates the possibility of the ball striking the edge of the paddle and greatly simplifies your collision/reflection code.
  12. To moderately increase the difficulty of your game, increase the velocity of the ball by 10% each time it strikes a paddle.
  13. Add scoring to the game as shown in the Pong video lecture. Each time the ball strikes the left or right gutter (but not a paddle), the opposite player receives a point and ball is respawned appropriately.
  14. Finally, add code to new_game which resets the score before calling spawn_ball. Add a "Restart" button that calls new_game to reset the score and relaunch the ball.
Your final version of Pong should be remarkably similar to the original arcade Pong game. Our full implementation of Pong took a little more than 100 lines of code with comments.

Grading Rubric - 19 pts total (scaled to 100 pts)

  • 1 pt - The ball spawns in the middle of the canvas with either an upward left or an upward right velocity. No credit if the ball moves only horizontally left or right. Bleh, that would be boring!
  • 2 pts - The ball bounces off of the top and bottom walls correctly. (1 pt each)
  • 2 pts - The ball respawns in the middle of the screen when it strikes the left or right gutter but not the paddles. (1 pt for each side) Give credit for this item even if the ball hits the edge of the canvas instead of the gutter.
  • 1 pt - The left and right gutters (instead of the edges of the canvas) are properly used as the edges of the table.
  • 1 pt - The ball spawns moving towards the player that won the last point.
  • 2 pts - The 'w' and 's' keys correctly control the velocity of the left paddle as described above. Please test each key in isolation. (1 pt if the paddle moves, but in an incorrect manner in response to 'w' and 's' key presses.)
  • 2 pts - The up and down arrows keys correctly control the velocity of the right paddle as described above. Please test each key in isolation. (1 pt if the paddle moves, but in an incorrect manner in response to up and down arrow key presses.)
  • 2 pts - The edge of each paddle is flush with the gutter. (1 pt per paddle)
  • 2 pts - The paddles stay on the canvas at all times. (1 pt per paddle)
  • 2 pts - The ball correctly bounces off the left and right paddles. (1 pt per paddle)
  • 1 pt - The scoring text is positioned and updated appropriately. The positioning need only approximate that in the video.

  • 1 pt - The game includes a "Restart" button that resets the score and relaunches the ball.
my-work:
# Implementation of classic arcade game Pongimport simpleguiimport random# initialize globals - pos and vel encode vertical info for paddlesWIDTH = 600HEIGHT = 400       BALL_RADIUS = 20PAD_WIDTH = 8PAD_HEIGHT = 80HALF_PAD_WIDTH = PAD_WIDTH / 2HALF_PAD_HEIGHT = PAD_HEIGHT / 2LEFT = FalseRIGHT = Truepaddle1_pos = HEIGHT/2 - HALF_PAD_HEIGHTpaddle2_pos = HEIGHT/2 - HALF_PAD_HEIGHTpaddle1_vel = 0paddle2_vel = 0score1 = 0score2 = 0# initialize ball_pos and ball_vel for new bal in middle of tableball_pos = [WIDTH/2, HEIGHT/2]ball_vel = [1, 1]# if direction is RIGHT, the ball's velocity is upper right, else upper leftdef spawn_ball(direction):    global ball_pos, ball_vel # these are vectors stored as lists    ball_pos = [WIDTH/2, HEIGHT/2]    ball_vel = [1, 0]    if (direction == RIGHT):        ball_vel = [-random.randrange(120, 240), -random.randrange(60, 180)]    elif (direction == LEFT):        ball_vel = [random.randrange(120, 240), -random.randrange(60, 180)]    # define event handlersdef new_game():    global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel  # these are numbers    global score1, score2  # these are ints    spawn_ball(random.randrange(0, 2))    score1 = 0    score2 = 0    paddle1_pos = HEIGHT/2 - HALF_PAD_HEIGHT    paddle2_pos = HEIGHT/2 - HALF_PAD_HEIGHT    paddle1_vel = 0    paddle2_vel = 0def draw(canvas):    global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel             # draw mid line and gutters    canvas.draw_line([WIDTH / 2, 0],[WIDTH / 2, HEIGHT], 1, "White")    canvas.draw_line([PAD_WIDTH, 0],[PAD_WIDTH, HEIGHT], 1, "White")    canvas.draw_line([WIDTH - PAD_WIDTH, 0],[WIDTH - PAD_WIDTH, HEIGHT], 1, "White")           # draw ball    canvas.draw_circle(ball_pos, BALL_RADIUS, 2, 'white','orange')        #collides with and bounces off of the top and bottom walls.    if (ball_pos[1] <= BALL_RADIUS) or (ball_pos[1]>=HEIGHT-BALL_RADIUS):        ball_vel[1] = - ball_vel[1]    # touches/collides with the left and right gutters    if ball_pos[0] <= BALL_RADIUS+PAD_WIDTH:        if (paddle1_pos - HALF_PAD_HEIGHT)<= ball_pos[1] <= (paddle1_pos + HALF_PAD_HEIGHT):           ball_vel[0] = - ball_vel[0]            ball_vel[0] = ball_vel[0] * 1.1           ball_vel[1] = ball_vel[1] * 1.1         else:            spawn_ball(LEFT)            score2 += 1    elif ball_pos[0] >= WIDTH - BALL_RADIUS:        if (paddle2_pos - HALF_PAD_HEIGHT)<= ball_pos[1] <= (paddle2_pos + HALF_PAD_HEIGHT):            ball_vel[0] = - ball_vel[0]             ball_vel[0] = ball_vel[0] * 1.1            ball_vel[1] = ball_vel[1] * 1.1         else:            spawn_ball(RIGHT)            score1 += 1     # update ball    ball_pos[0] = ball_pos[0] + ball_vel[0] / 60     ball_pos[1] = ball_pos[1] + ball_vel[1] / 60            # update paddle's vertical position, keep paddle on the screen    paddle1_pos = paddle1_pos + paddle1_vel    paddle2_pos = paddle2_pos + paddle2_vel    if paddle1_pos < 40:        paddle1_pos = 40    if paddle2_pos < 40:        paddle2_pos = 40    if paddle1_pos > 360:        paddle1_pos= 360    if paddle2_pos> 360:        paddle2_pos= 360    # draw paddles    canvas.draw_line((HALF_PAD_WIDTH,paddle1_pos - HALF_PAD_HEIGHT), (HALF_PAD_WIDTH,paddle1_pos + HALF_PAD_HEIGHT),                      8, 'white')        canvas.draw_line((WIDTH-HALF_PAD_WIDTH,paddle2_pos - HALF_PAD_HEIGHT), (WIDTH-HALF_PAD_WIDTH,paddle2_pos + HALF_PAD_HEIGHT),                      8, 'white')    # draw scores    canvas.draw_text(str(score1),[250,50], 60, 'white')     canvas.draw_text(str(score2),[320,50], 60, 'white')def keydown(key):    global paddle1_vel, paddle2_vel    if key == simplegui.KEY_MAP["w"]:        paddle1_vel = -10            if key == simplegui.KEY_MAP["s"]:        paddle1_vel = 10    if key == simplegui.KEY_MAP["up"]:        paddle2_vel = -10    if key == simplegui.KEY_MAP["down"]:        paddle2_vel = 10def keyup(key):    global paddle1_vel, paddle2_vel    if key == simplegui.KEY_MAP["w"]:        paddle1_vel = 0    if key == simplegui.KEY_MAP["s"]:        paddle1_vel = 0    if key == simplegui.KEY_MAP["up"]:        paddle2_vel = 0    if key == simplegui.KEY_MAP["down"]:        paddle2_vel = 0# create frameframe = simplegui.create_frame("Pong", WIDTH, HEIGHT)frame.set_draw_handler(draw)frame.set_keydown_handler(keydown)frame.set_keyup_handler(keyup)button1 = frame.add_button('Restart', new_game, 50)# start framenew_game()frame.start()
完成链接:

转载于:https://www.cnblogs.com/zhurun/p/4590546.html

你可能感兴趣的文章
android一些细节问题
查看>>
KDESVN中commit时出现containing working copy admin area is missing错误提示
查看>>
利用AOP写2PC框架(二)
查看>>
【动态规划】skiing
查看>>
java定时器的使用(Timer)
查看>>
ef codefirst VS里修改数据表结构后更新到数据库
查看>>
boost 同步定时器
查看>>
[ROS] Chinese MOOC || Chapter-4.4 Action
查看>>
简单的数据库操作
查看>>
iOS-解决iOS8及以上设置applicationIconBadgeNumber报错的问题
查看>>
Redmine
查看>>
帧的最小长度 CSMA/CD
查看>>
xib文件加载后设置frame无效问题
查看>>
编程算法 - 左旋转字符串 代码(C)
查看>>
IOS解析XML
查看>>
Python3多线程爬取meizitu的图片
查看>>
树状数组及其他特别简单的扩展
查看>>
zookeeper适用场景:分布式锁实现
查看>>
110104_LC-Display(液晶显示屏)
查看>>
httpd_Vhosts文件的配置
查看>>