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Nuorah

Python Pygame Pong

2 posts in this topic

Hello, i just finished to code a pong in python with pygame, and i'd like you to tell me what you think of my code and what could be made better. Thanks!

 

I also have a problem with the text. It's sort of "flashing". I think i know where the problem come from, I think it's because the screen is refreshed before the text without the text, so each frame we see two image, one with the text, one without. I don't know how to solve this problem. 

import pygame, sys, time, random
from pygame.locals import *

pygame.init()
mainClock = pygame.time.Clock()

#Constant of the board of the game
WINDOWWIDTH = 800
WINDOWHEIGHT = 600
SIZESIDES = 20
MIDDLESIZE = 10

#Speed of the game constants
FPS = 30
PADDLESPEED = 10

#Rects of the board of the game
TOPSIDE = pygame.Rect(0, 0, WINDOWWIDTH, SIZESIDES)
BOTTOMSIDE = pygame.Rect(0, WINDOWHEIGHT - SIZESIDES, WINDOWWIDTH, SIZESIDES)
MIDDLE = []
for i in range(0, 31):
    MIDDLE.append(pygame.Rect(WINDOWWIDTH/2 - MIDDLESIZE/2,15 + i*20, MIDDLESIZE, MIDDLESIZE))    

windowSurface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT), 0, 32)

pygame.display.set_caption('Running_window')

BLACK = (0, 0, 0)
WHITE = (255, 255, 255)

gameIsPlaying = False

#These are used to print the scores
CHIFFRES =[
'''WWWWW
W   W
W   W
W   W
WWWWW''',
'''    W
    W
    W
    W
    W''',
'''WWWWW
    W
WWWWW
W    
WWWWW''',
'''WWWWW
    W
WWWWW
    W
WWWWW''',
'''W   W
W   W
WWWWW
    W
    W''',
'''WWWWW
W    
WWWWW
    W
WWWWW''',
'''WWWWW
W    
WWWWW
W   W
WWWWW''',
'''WWWWW
    W
  WWW
    W
    W''',
'''WWWWW
W   W
WWWWW
W   W
WWWWW''',
'''WWWWW
W   W
WWWWW
    W
WWWWW''',
'''''']

#Functions

    #Draw the score (in fact return a list with the rect to draw, drawn later with drawGame())
def drawChiffre(a, x, y):
    countx = 0
    county = 0
    rectList = []
    for piece in CHIFFRES[a]:
        if countx % 7 == 5 or countx % 7 == 6:
            countx +=1
            county +=0.5
        if piece == '''W''':
            rectList.append(pygame.Rect(x + (countx%7)*10, y + county*15, MIDDLESIZE, MIDDLESIZE*1.5))
            countx +=1
        elif piece == ''' ''':
            countx +=1
    return rectList

    #Doesn't work, meant to change the score in case of a win from either side
def score(ball, scoreP1, scoreP2):
    if ball.l <= 0:
        scoreP1 +=1
        ball = Ball(WINDOWHEIGHT/2, WINDOWWIDTH/2, 15, 15, 5, 5)
    if ball.l >= WINDOWWIDTH:
        scoreP2 +=1
        ball = Ball(WINDOWHEIGHT/2, WINDOWWIDTH/2, 15, 15, 5, 5)

    #This function draws everything in the game. 
def drawGame(Paddle1, scoreP1, Paddle2, scoreP2, Ball):
    windowSurface.fill(BLACK)

    Paddle1.draw()
    Paddle2.draw()
    Ball.draw() 

    drawScoreP2 = drawChiffre(scoreP2, 450, 50)
    for piece in drawScoreP2:
        pygame.draw.rect(windowSurface, WHITE, piece)

    drawScoreP1 = drawChiffre(scoreP1, 300, 50)
    for piece in drawScoreP1:
        pygame.draw.rect(windowSurface, WHITE, piece)
        
    pygame.draw.rect(windowSurface, WHITE, TOPSIDE) 
    pygame.draw.rect(windowSurface, WHITE, BOTTOMSIDE)

    for piece in MIDDLE :
        pygame.draw.rect(windowSurface, WHITE, piece)

    pygame.display.update()

    #A function for writing a text with the most basic font
def write(text, fontSize, x, y):
    font = pygame.font.SysFont(None, fontSize)
    
    textR = font.render(text, True, WHITE, None)
    textRect = textR.get_rect()
    textRect.centerx = x
    textRect.centery = y
    windowSurface.blit(textR, textRect)

#Classes
        
    #The paddles
class Paddle:
    rect = pygame.Rect(0, 0, 0, 0)
    movement = 0

    def __init__(self, l, t, w, h):
        self.l = l
        self.t = t
        self.w = w
        self.h = h
    def setRect(self):
        self.rect = pygame.Rect(self.l, self.t, self.w, self.h)
    def setPosition(self):
        self.position = self.t
    def setMovement(self, x):
        self.movement = x
    def move(self):
        self.t = self.t + self.movement*PADDLESPEED
        self.setPosition()
        self.setRect()
    def draw(self):
        pygame.draw.rect(windowSurface, WHITE, self.rect)
    def collideWithSide(self, upSide, downSide):
        if (self.t + self.h) > downSide:
            self.setMovement(0)
        if (self.t) < upSide:
            self.setMovement(0)

    #The ball
class Ball:
    rect = pygame.Rect(0, 0, 0, 0)
    position = [0, 0]

    def __init__(self, l, t, w, h, x, y):
        self.speed = [x, y]
        self.l = l
        self.t = t
        self.w = w
        self.h = h
    def setRect(self):
        self.rect = pygame.Rect(self.l, self.t, self.w, self.h)
    def setPosition(self):
        self.position = [self.l, self.t]
    def setSpeed(self, x, y):
        self.speed = [x, y]
    def draw(self):
        pygame.draw.rect(windowSurface, WHITE, self.rect)
    def move(self):
        self.l = self.l + self.speed[0]
        self.t = self.t + self.speed[1]
        self.setRect()
        self.setPosition()
    def bounce(self, paddle):
        if self.rect.colliderect(paddle.rect):
            self.setSpeed(-self.speed[0], self.speed[1])
    def collideWithSide(self, upSide, downSide):
        if (self.t + self.h) > downSide or (self.t) < upSide:
            self.setSpeed(self.speed[0], -self.speed[1])

#Now the core of the game
while True:

    #Initialization of the score and of the paddles and ball
    scoreP1 = 0
    scoreP2 = 0

    paddle1 = Paddle(0, WINDOWHEIGHT/2 - 40, 15, 80)
    paddle2 = Paddle(WINDOWWIDTH - 15, WINDOWHEIGHT/2 - 40, 15, 80)
    ball = Ball(WINDOWWIDTH/2, WINDOWHEIGHT/2, 15, 15, 5, 5)

    #This is the "menu"
    while not gameIsPlaying:
        for event in pygame.event.get():
                if event.type == QUIT:
                    pygame.quit()
                    sys.exit()
                if event.type == KEYDOWN:
                    if event.key == ord('s'):
                        gameIsPlaying = True
                if event.type == KEYUP:
                    if event.key == ord('q'):
                        pygame.quit()
                        sys.exit()
        

        drawGame(paddle1, scoreP1, paddle2, scoreP2, ball)

        write('Press s', 120, WINDOWWIDTH/4, WINDOWHEIGHT/2)
        write('to play!', 120, 3*WINDOWWIDTH/4, WINDOWHEIGHT/2)

        write('Press q', 60, 3*WINDOWWIDTH/8, 3*WINDOWHEIGHT/4)
        write('to quit.', 60, 5*WINDOWWIDTH/8, 3*WINDOWHEIGHT/4)

        write('UP', 30, 20, WINDOWHEIGHT/4)
        write('DOWN', 30, 36, 3*WINDOWHEIGHT/4)
        
        write('e', 60, WINDOWWIDTH - 15, WINDOWHEIGHT/4)
        write('d', 60, WINDOWWIDTH - 15, 3*WINDOWHEIGHT/4)

        pygame.display.update()
        mainClock.tick(FPS)
        
    #This is the game playing
    while gameIsPlaying:

    
    
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            if event.type == KEYDOWN:
                if event.key == K_ESCAPE or event.key == ord('a'):
                    gameIsPlaying = False
                if event.key == K_UP:
                    paddle1.setMovement(-1)
                if event.key == K_DOWN:
                    paddle1.setMovement(1)
                if event.key == ord('e'):
                    paddle2.setMovement(-1)
                if event.key == ord('d'):
                    paddle2.setMovement(1)
            if event.type == KEYUP:
                if event.key == K_UP:
                    paddle1.setMovement(0)
                if event.key == K_DOWN:
                    paddle1.setMovement(0)
                if event.key == ord('e'):
                    paddle2.setMovement(0)
                if event.key == ord('d'):
                    paddle2.setMovement(0)
                

        #Move the ball and the paddles
        paddle1.move()
        paddle2.move()
        ball.move()

        #Collision between the ball and the paddles
        ball.bounce(paddle1)
        ball.bounce(paddle2)

        #Check if score and incrementation
        if ball.l <= 0:
            scoreP1 +=1
            ball = Ball(WINDOWWIDTH/2, WINDOWHEIGHT/2, 15, 15, random.randint(3, 5), random.randint(3, 5))
        if ball.l >= WINDOWWIDTH:
            scoreP2 +=1
            ball = Ball(WINDOWWIDTH/2, WINDOWHEIGHT/2, 15, 15, random.randint(3, 5), random.randint(3, 5))

        #Check if winner and displaying and back to the menu
        if scoreP1 >= 10:
            write('WINNER', 60, WINDOWWIDTH/8, 2*WINDOWHEIGHT/8)
            pygame.display.update()
            time.sleep(1)
            gameIsPlaying = False

        if scoreP2 >= 10:
            write('WINNER', 60, 5*WINDOWWIDTH/8, 2*WINDOWHEIGHT/8)
            pygame.display.update()
            time.sleep(1)
            gameIsPlaying = False
            
        #Collision of the paddles and the ball with the sides
        paddle1.collideWithSide(20, 580)
        paddle2.collideWithSide(20, 580)
        ball.collideWithSide(20, 580)

        
        drawGame(paddle1, scoreP1, paddle2, scoreP2, ball)

        #Acceleration of the ball
        ball.setSpeed(ball.speed[0]*1.001, ball.speed[1])

        write('Press escape to give up this game', 15, WINDOWWIDTH/8, WINDOWHEIGHT-SIZESIDES*2)

        pygame.display.update()
        mainClock.tick(FPS)

    pygame.display.update()
    mainClock.tick(FPS)
                

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In the drawGame function, delete the pygame.display.update()

That will fix it for ya.

 

It was like that because you had 2 pygame.display.update() functions in your "while not gameIsPlaying:" loop. So what happened is you drawn the game, flipped the buffer, then drawn the text and flipped the buffer again, so text and game were drawn at different buffers. So when it updated, it did it really fast, and you saw different buffer every frame, and that caused the flickering.

Edited by Edvinas Kilbauskas
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