Ping Pong game in Pygame python
Michael Linson
Posted on November 24, 2024
Importing
import pygame
import sys
Pygame is the module we are using to make games. It provided us with tools for graphics, sound, and more.
sys is a module in Python that helps us interact with the Python interpreter.
Intializes
pygame.init()
Initializes all the Pygame modules and makes them ready to use.
Constants
#dimensions
WIDTH, HEIGHT=800,600
#frame rate
FPS=60
#the paddles at the side of ping pong
PADDLE_WIDTH, PADDLE_HEIGHT=15,90
#the balls radius
BALL_RADIUS=15
#the color of the ball and paddle
WHITE=(255, 255, 255)
- WIDTH and HEIGHT: Dimensions of the game window. 800px is for the width and 600px is for the height
- FPS: Frames per second, which controls the game’s speed and smoothness.
- PADDLE_WIDTH, PADDLE_HEIGHT: Dimensions of the paddles.
- BALL_RADIUS: Radius of the ball.
- WHITE: The RGB value for white, is used for paddles, ball, and text.
Make a Screen
screen=pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("Ping Pong")
you will have a window named Ping Pong with the assigned WIDTH
and HEIGHT
Paddles and Ball setup
left_paddle=pygame.Rect(50, HEIGHT//2 - PADDLE_HEIGHT //2, PADDLE_WIDTH, PADDLE_HEIGHT)
right_paddle=pygame.Rect(WIDTH - 50 - PADDLE_WIDTH, HEIGHT //2- PADDLE_HEIGHT //2, PADDLE_WIDTH, PADDLE_HEIGHT)
ball=pygame.Rect(WIDTH //2 - BALL_RADIUS, HEIGHT //2 - BALL_RADIUS, BALL_RADUIS *2, BALL_RADIUS *2)
In Pygame the left top corner of the screen represents (0,0) in coordinates.
-
pygame.Rect
: Is used to create rectangles in pygame(used here for the paddles and the ball).
pygame.Rect(x, y, width, height)
-
left_paddle
: Positioned near the left side of the screen, vertically centered.
pygame.Rect(50, HEIGHT//2 - PADDLE_HEIGHT //2, PADDLE_WIDTH, PADDLE_HEIGHT)
First, we position the left paddle 50px towards the right from the left side.
Then we do
HEIGHT//2 - PADDLE_HEIGHT //2
because if you just didHEIGHT//2
it will look like the way it is in the picture. It goes down the screen. To center it we do- PADDLE_HEIGHT //2
This is what we did for the right paddle to center it.
-
right_paddle
: Positioned near the right side of the screen, vertically centered.
right_paddle=pygame.Rect(WIDTH - 50 - PADDLE_WIDTH, HEIGHT //2- PADDLE_HEIGHT //2, PADDLE_WIDTH, PADDLE_HEIGHT)
-
ball
: Initially positioned in the center of the screen.
ball=pygame.Rect(WIDTH //2 - BALL_RADIUS, HEIGHT //2 - BALL_RADIUS, BALL_RADUIS *2, BALL_RADIUS *2)
For the ball to center it, we subtracted by the radius.
Speed
ball_speed_x=7
ball_speed_y=7
paddle_speed=10
ball_speed_x
and ball_speed_y
controls the horizontal and vertical speed of the ball.
paddle_speed
: Controls the movement speed of the paddles.
Score Variables
left_score=0
right_score=0
font=pygame.font.SysFont(None,55)
- left_score and right_score: Track the scores of the players.
- font: Used to render text on the screen for scores. None uses the default font, and 55 is the font size.
Function to draw everything
def draw():
screen.fill((0,0,0)) #Fill the screen with black
pygame.draw.rect(screen, WHITE, left_paddle)
pygame.draw.rect(screen, WHITE, right_paddle)
pygame.draw.ellipse(screen, WHITE, ball)
-
fill((0, 0, 0))
: Fills the screen with black (RGB: 0, 0, 0). -
pygame.draw.rect
: Draws the rectangular paddles. -
pygame.draw.ellipse
: Draws the ball as a circle (bounded by the rectangle ball).
Draw the center line
pygame.draw.aaline(screen, WHITE, (WIDTH //2, 0), (WIDTH //2, HEIGHT))
- Draws a vertical center line to divide the playing field.
Draw Scores
left_text=font.render(str(left_score),True, WHITE)
screen.blit(left_text, (WIDTH // 4 - left_text.get_width() // 2, 20))
right_text=font.render(str(right_score), True, WHITE)
screen.blit(right_text, (WIDTH * 3 // 4 - right_text.get_width() //2, 20))
Renders the scores for both players and positions them on the screen.
Update the screen
pygame.display.flip()
Updates the display with the latest changes.
#Main game loop
while True:
Keeps the game running indefinitely.
for event in pygame.event.get():
if event.type == pygame.QUITT:
pygame.quit()
sys.exit()
This will go through all the events that can happen in pygame and if one of them is closing the window then quit pygame and close the window.
Paddle Controls
#Paddle controls
keys pygame.key.get_pressed()
if keys [pygame.K_w] and left_paddle.top > 0:
left_paddle.y-=paddle_speed
if keys [pygame.K_s] and left_paddle.bottom < HEIGHT:
left_paddle.y += paddle_speed
if keys [pygame.K_UP] and right_paddle.top > 0:
right_paddle.y -= paddle_speed
if keys [pygame.K_DOWN] and right_paddle.bottom < HEIGHT:
right_paddle.y += paddle_speed 66
Detects key presses:
-
W and S: Move the left paddle up and down.
- pygame.K_w is the w key
- pygame.K_s is the s key
-
UP and DOWN: Move the right paddle up and down.
- pygame.K_UP is the up key
- pygame.K_DOWN is the down key
- Includes checks to prevent paddles from moving off the screen.
-
left_paddle.top > 0
checks to see if top of paddles coordinates is greater than 0. To check to see if it is hitting the top of the screen when you click W. -
left_paddle.bottom < HEIGHT
checks to see if bottom of paddles coordinates is greater than height of the screen. To check to see if it is hitting the bottom of the screen when you click K. -
right_paddle.top > 0
checks to see if top of paddles coordinates is greater than 0. To check to see if it is hitting the top of the screen when you click Up key. -
right_paddle.bottom < HEIGHT
checks to see if bottom of paddles coordinates is greater than height of the screen. To check to see if it is hitting the bottom of the screen when you click Down key.
-
Ball movement
ball.x += ball_speed_x
ball.y + ball_speed_y
Moves the ball by adding its speed to its current position
Ball collision with top and bottom walls
if ball.top <= 0 or ball.bottom >= HEIGHT:
ball_speed_y=-ball_speed_y
Reverses the ball's vertical direction if it hits the top or bottom of the screen
Ball collision with paddles
if ball.colliderect(left_paddle) or ball.colliderect(right_paddle):
ball_speed_x = -ball_speed_x
Reverses the ball's horizontal direction if it collides with a paddle.
Scoring
If ball.left <- 8:
right score + 1
pygame.Rect(WIDTH //2 -BALL RADIUS, HEIGHT //2 - BALL RADIUS, BALL
RADIUS *2, BALL RADIUS *2)
ball_speed_x=-ball_speed_x
If ball.right >= WIDTH:
left score +=1
ball=pygame.Rect(WIDTH //2 - BALL RADIUS, HEIGHT //2 - BALL RADIUS, BALL RADIUS * 2, BALL RADIUS * 2)
ball_speed_x=-ball_speed_x
draw()
- Updates the score if the ball goes out of bounds.
- Resets the ball to the center and reverses its direction.
Timing
pygame.time.Clock().tick (FPS)
Limits the game to run at a maximum of 60 frames per second, ensuring smooth gameplay.
Full code
import pygame
import sys
pygame.init()
# Constants
WIDTH, HEIGHT = 800, 600
FPS = 60
PADDLE_WIDTH, PADDLE_HEIGHT = 15, 90
BALL_RADIUS = 15
WHITE = (255, 255, 255)
# Setup screen
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Pong")
# Paddles and ball setup
left_paddle = pygame.Rect(50, HEIGHT // 2 - PADDLE_HEIGHT // 2, PADDLE_WIDTH, PADDLE_HEIGHT)
right_paddle = pygame.Rect(WIDTH - 50 - PADDLE_WIDTH, HEIGHT // 2 - PADDLE_HEIGHT // 2, PADDLE_WIDTH, PADDLE_HEIGHT)
ball = pygame.Rect(WIDTH // 2 - BALL_RADIUS, HEIGHT // 2 - BALL_RADIUS, BALL_RADIUS * 2, BALL_RADIUS * 2)
# Speeds
ball_speed_x = 7
ball_speed_y = 7
paddle_speed = 10
# Score variables
left_score = 0
right_score = 0
font = pygame.font.SysFont(None, 55)
# Function to draw everything
def draw():
screen.fill((0, 0, 0)) # Fill screen with black
pygame.draw.rect(screen, WHITE, left_paddle)
pygame.draw.rect(screen, WHITE, right_paddle)
pygame.draw.ellipse(screen, WHITE, ball)
# Draw the center line
pygame.draw.aaline(screen, WHITE, (WIDTH // 2, 0), (WIDTH // 2, HEIGHT))
# Draw scores
left_text = font.render(str(left_score), True, WHITE)
screen.blit(left_text, (WIDTH // 4 - left_text.get_width() // 2, 20))
right_text = font.render(str(right_score), True, WHITE)
screen.blit(right_text, (WIDTH * 3 // 4 - right_text.get_width() // 2, 20))
pygame.display.flip()
# Main game loop
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Paddle controls
keys = pygame.key.get_pressed()
if keys[pygame.K_w] and left_paddle.top > 0:
left_paddle.y -= paddle_speed
if keys[pygame.K_s] and left_paddle.bottom < HEIGHT:
left_paddle.y += paddle_speed
if keys[pygame.K_UP] and right_paddle.top > 0:
right_paddle.y -= paddle_speed
if keys[pygame.K_DOWN] and right_paddle.bottom < HEIGHT:
right_paddle.y += paddle_speed
# Ball movement
ball.x += ball_speed_x
ball.y += ball_speed_y
# Ball collision with top and bottom walls
if ball.top <= 0 or ball.bottom >= HEIGHT:
ball_speed_y = -ball_speed_y
# Ball collision with paddles
if ball.colliderect(left_paddle) or ball.colliderect(right_paddle):
ball_speed_x = -ball_speed_x
# Scoring
if ball.left <= 0:
right_score += 1
ball = pygame.Rect(WIDTH // 2 - BALL_RADIUS, HEIGHT // 2 - BALL_RADIUS, BALL_RADIUS * 2, BALL_RADIUS * 2)
ball_speed_x = -ball_speed_x
if ball.right >= WIDTH:
left_score += 1
ball = pygame.Rect(WIDTH // 2 - BALL_RADIUS, HEIGHT // 2 - BALL_RADIUS, BALL_RADIUS * 2, BALL_RADIUS * 2)
ball_speed_x = -ball_speed_x
draw()
pygame.time.Clock().tick(FPS)
Posted on November 24, 2024
Join Our Newsletter. No Spam, Only the good stuff.
Sign up to receive the latest update from our blog.
Related
August 10, 2024