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How to improve this pong game?


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#1 rlink   Members   -  Reputation: 151

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Posted 19 March 2013 - 08:05 PM

I made this simple pong game in Python using Pygame. It consists of two files, one which contains the main game code and the other contains the code for the classes. I'd like some advice on how to improve this code.

 

# classes.py
# 3/19/2013

import pygame
import random

# Paddle properties
PADDLE_WIDTH = 25
PADDLE_HEIGHT = 100
PADDLE_COLOR = (0, 0, 0)
PADDLE_SPEED = 6


# Ball properties
BALL_RADIUS = 20
BALL_COLOR = (0, 0, 0)
BALL_INITIAL_VX = -5
BALL_INITIAL_VY = -5


# Base object class
class Object:
	
	# Initializes the object with coordinates, size and color
	def __init__(self, x, y, w, h, color):
		self.x = x
		self.y = y
		self.w = w
		self.h = h
		self.vx = 0
		self.vy = 0
		self.color = color
		
		
	# Updates object by moving it and checking if it's in screen range
	def update(self, screenWidth, screenHeight):
		self.x += self.vx
		self.y += self.vy
		
		if self.x < 0: self.x = 0
		if self.y < 0: self.y = 0
		if self.x > screenWidth - self.w: self.x = screenWidth - self.w
		if self.y > screenHeight - self.h: self.y = screenHeight - self.h

		
	# Must be implemented by child classes
	def draw(self, surface):
		pass
	
	
	# Returns whether object collides with another object (rectangular collision detection)
	def collides(self, obj):
		return self.y < obj.y + obj.h and self.y + self.h > obj.y and self.x < obj.x + obj.w and self.x + self.w > obj.x
		
		
	# Called when object collides with anoher object, must be implemented by child classes
	def onCollide(self, obj):
		pass
		
	
# Paddle class	
class Paddle(Object):
	
	# Initializes Paddle object
	def __init__(self, x, y):
		super(Paddle, self).__init__(x, y, PADDLE_WIDTH, PADDLE_HEIGHT, PADDLE_COLOR)
		
	# Draws paddle with a rectangle
	def draw(self, surface):
		pygame.draw.rect(surface, self.color, (self.x, self.y, self.w, self.h))
		
	# Moves paddle up
	def moveUp(self):
		self.vy -= PADDLE_SPEED
		
	# Moves paddle down
	def moveDown(self):
		self.vy = PADDLE_SPEED
		
	# Stops moving the paddle
	def stopMoving(self):
		self.vy = 0


# ComputerPaddle class
class ComputerPaddle(Paddle):
	
	# Initializes ComputerPaddle object
	def __init__(self, x, y):
		super(ComputerPaddle, self).__init__(x, y)
		
	# Adjust Y-velocity based on speed and direction of ball
	def update(self, ball, screenWidth, screenHeight):
		super(ComputerPaddle, self).update(screenWidth, screenHeight)
		
		if ball.vx < 0: 
			self.stopMoving()
			return
			
		ballX = ball.x
		ballY = ball.y
		ballVX = ball.vx
		ballVY = ball.vy
		
		while ballX + ball.w < self.x:
			ballX += ballVX
			ballY += ballVY
			if ballY < 0 or ballY > screenHeight - ball.h: ballVY = -ballVY
		
		if ballY > self.y + self.h: self.moveDown()
		elif ballY + ball.h < self.y: self.moveUp()
		else: self.stopMoving()

	
# Ball class
class Ball(Object):

	# Initializes the Ball object along with initial velocities
	def __init__(self, x, y):
		super(Ball, self).__init__(x, y, BALL_RADIUS, BALL_RADIUS, BALL_COLOR)
		self.startX = x
		self.startY = y
		self.vx = BALL_INITIAL_VX
		self.vy = BALL_INITIAL_VY
		
		
	# Updates the ball object, if it hits screen edge then negate velocity
	def update(self, screenWidth, screenHeight):
		super(Ball, self).update(screenWidth, screenHeight)
		
		if self.x == 0 or self.x == screenWidth - self.w: self.vx = -self.vx
		if self.y == 0 or self.y == screenHeight - self.h: self.vy = -self.vy
		
		
	# Resets the ball back to its initial coordinates
	def reset(self):
		self.x = self.startX
		self.y = self.startY
		self.vx = BALL_INITIAL_VX
		self.vy = BALL_INITIAL_VY
		
	# Draws a circle onto screen to represent the ball
	def draw(self, surface):
		pygame.draw.circle(surface, self.color, (self.x, self.y), self.w)
		
	
	# If ball collides with another object, then negate both velocities by a random amount
	def onCollide(self, obj): 
		
		# If ball is "inside" of paddle, then reposition it so it's just outside the paddle
		if self.x < obj.x + obj.w: self.x = obj.x + obj.w
		elif self.x + self.w > obj.x: self.x = obj.x - self.w
		if self.y < obj.y + obj.h: self.y = obj.y + obj.h
		elif self.y + self.h > obj.y: self.y = obj.y - self.h
		
		rx = int(random.uniform(-3, 5))
		ry = int(random.uniform(-2, 4))
		
		self.vx = -self.vx + rx
		self.vy = -self.vy + ry

 

# game.py
# 3/19/2013

import pygame, sys, os
from pygame.locals import *
from classes import *


# Basic constants
FPS = 60
SCREEN_WIDTH = 640
SCREEN_HEIGHT = 480
SCREEN_BACKGROUND = (255, 255, 255)


# Game states
GSTATE_START = 1
GSTATE_PLAYING = 2
GSTATE_VICTORY = 3


# Some global variables
gameState = GSTATE_START
playerScore = 0
computerScore = 0


# Handle all inputs to application
def input(events, obj): 
	global gameState
	
	for event in events:
		if event.type == QUIT:
			return False
			
		elif event.type == KEYDOWN:
			if event.key == K_w:
				obj.moveUp()
			elif event.key == K_s:
				obj.moveDown()
				
		elif event.type == KEYUP:
			if event.key == K_w or event.key == K_s:
				obj.stopMoving()
			elif event.key == K_SPACE and (gameState == GSTATE_START or gameState == GSTATE_VICTORY):
				gameState = GSTATE_PLAYING
	
	return True
			
			
# Main drawing function
def draw(screen, font, gameObjects):
	global gameState
	global playerScore
	global computerScore
	
	screen.fill(SCREEN_BACKGROUND)
	
	if gameState != GSTATE_PLAYING:
		if gameState == GSTATE_START: message = "Press Space to start playing"
		elif gameState == GSTATE_VICTORY: message = "Round complete, press Space to continue"
		
		screen.blit(font.render(message, 1, (0, 0, 0)), ((SCREEN_WIDTH / 2) - 200, SCREEN_HEIGHT / 2))

	screen.blit(font.render("Player: %d" % playerScore, 1, (0, 0, 0)), (int(SCREEN_WIDTH / 4), 20))
	screen.blit(font.render("Computer: %d" % computerScore, 1, (0, 0, 0)), (int(SCREEN_WIDTH * 3 / 4), 20)) 
	
	for obj in gameObjects: 
		obj.draw(screen)
		
	pygame.display.flip()
	
	
# Main update function
def update(p1, p2, ball):
	global gameState
	global playerScore
	global computerScore
	
	# Do not update if game hasn't started yet
	if gameState != GSTATE_PLAYING: return
	
	# Update game objects
	p1.update(SCREEN_WIDTH, SCREEN_HEIGHT)
	p2.update(ball, SCREEN_WIDTH, SCREEN_HEIGHT)
	ball.update(SCREEN_WIDTH, SCREEN_HEIGHT)
	
	# Check if the ball collides with either of the two paddles
	if ball.collides(p1): ball.onCollide(p1)
	elif ball.collides(p2): ball.onCollide(p2)
	
	# Check for victory conditions
	if ball.x == 0: 
		computerScore += 1
		gameState = GSTATE_VICTORY
		ball.reset()
	
	elif ball.x == SCREEN_WIDTH - ball.w:
		playerScore += 1
		gameState = GSTATE_VICTORY
		ball.reset()
	
	
# Main function, entry point of application
def main():
	
	# Initialize pygame
	pygame.init()
	pygame.display.set_caption('Pygame Pong (RL)')

	
	# Setup window, screen, clock and fonts
	window = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
	screen = pygame.display.get_surface()
	clock = pygame.time.Clock()
	font = pygame.font.Font('freesansbold.ttf', 20)

	
	# Initialize game objects
	paddlePlayer = Paddle(0, int((SCREEN_HEIGHT - PADDLE_HEIGHT) / 2))
	paddleComputer = ComputerPaddle(int(SCREEN_WIDTH - PADDLE_WIDTH), int((SCREEN_HEIGHT - PADDLE_HEIGHT) / 2))
	ball = Ball(int((SCREEN_WIDTH - BALL_RADIUS) / 2), int((SCREEN_HEIGHT - BALL_RADIUS) / 2))

	
	# Game loop
	while input(pygame.event.get(), paddlePlayer):
		update(paddlePlayer, paddleComputer, ball)
		draw(screen, font, [ paddlePlayer, paddleComputer, ball ])
		clock.tick(FPS)
	
	
	# Exit game
	pygame.quit()
	sys.exit()
	
	
# Start program
if __name__ == "__main__":
	main()

 

Also there is a bug in the game where when the ball gets to the right end of the screen, it always counts as a computer victory even if it touches the computer paddle. Any idea how to fix it?


Edited by rlink, 19 March 2013 - 08:06 PM.


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