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MainPong.py
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192 lines (141 loc) · 4.46 KB
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from PPlay.window import *
from PPlay.sprite import *
#INICIALIZACAO
janela = Window(1024, 576)
teclado = Window.get_keyboard()
#configurações
velpad = 400
velpadEnemy = 200
#configs bola1
ballVely = -250
BallVelx = 350
bola = Sprite ("bola2.png", 8)
bola.set_sequence_time(0,7, 1, True)
bola.x = 300
bola.y = 500
#configs bola2
ball2Vely = 450
Ball2Velx = -500
bola2 = Sprite ("bola3.png", 8)
bola2.set_sequence_time(0,7, 1, True)
bola2.x = janela.width/2
bola2.y = janela.height/2
#configs pads
pad1 = Sprite ("pad.jpg", 1)
pad1.width = 30
pad2 = Sprite ("pad.jpg", 1)
pad2.width = 30
pad2.x = janela.width - pad2.width - 10
iaPad1 = True
bola2InGame = False
pointsPlayer1 = 0
pointsPlayer2 = 0
level = 0
#cenário
sceneCenter = Sprite("pad2.jpg", 1)
sceneCenter.y = 0
sceneCenter.height = janela.height
sceneCenter.width = 10
sceneCenter.x = janela.width/2 - sceneCenter.width / 2
#loop
while (1):
time = int(janela.time_elapsed() / 1000)
#TEMPO
#ENTRADAS
if (teclado.key_pressed("UP")):
if (pad2.y > 0):
pad2.y -= velpad * janela.delta_time()
if (teclado.key_pressed("DOWN")):
if ((pad2.y + pad2.height) < janela.height):
pad2.y += velpad * janela.delta_time()
#liga IA
if(teclado.key_pressed("i")):
if(iaPad1 == True):
iaPad1 = False
else:
iaPad1 = True
#IA
if(iaPad1):
if(bola.x < bola2.x):
bolaToFollow = bola
else:
bolaToFollow = bola2
if(bolaToFollow.x < janela.width / 2):
if(bolaToFollow.y > pad1.y):
pad1.y += 2 + velpadEnemy * janela.delta_time()
else:
pad1.y -= 0.5 + velpadEnemy * janela.delta_time()
#pad1.y = bola.y
if (pad1.y < 0):
pad1.y = 0
if(pad1.y + pad1.height > janela.height):
pad1.y = janela.height - pad1.height
else:
if (teclado.key_pressed("d")):
if (pad1.y > 0):
pad1.y -= velpadEnemy * janela.delta_time()
if (teclado.key_pressed("c")):
if ((pad1.y + pad2.height) < janela.height):
pad1.y += velpadEnemy * janela.delta_time()
#fimIA
#UPDATES
bola.x +=BallVelx*janela.delta_time()
bola.y += ballVely*janela.delta_time()
if (bola.x > janela.width) or (bola.x < 0):
if (bola.x > janela.width):
pointsPlayer1 += 1
if (bola.x < 0):
pointsPlayer2 += 1
bola.x = janela.width/2
bola.y = janela.height/2
BallVelx *= -1
if (bola.y >= janela.height - bola.height) or (bola.y < 0):
ballVely *= -1
bola.update()
if (bola2InGame):
bola2.x += Ball2Velx*janela.delta_time()
bola2.y += ball2Vely*janela.delta_time()
if (bola2.x >= janela.width - bola2.width)or(bola2.x < 0):
if (bola2.x > janela.width - bola2.width):
pointsPlayer1 += 1
if (bola2.x < 0):
pointsPlayer2 += 1
bola2.x = janela.width/2
bola2.y = janela.height/2
Ball2Velx *= -1
level = 0
bola2InGame = False
if (bola2.y >= janela.height - bola2.height) or (bola2.y < 0):
ball2Vely *= -1
bola2.update()
#FISICA
if bola.collided(pad1) or bola.collided(pad2):
if (bola.collided(pad1)):
bola.x = bola.x + bola.width / 2
else:
bola.x = bola.x - bola.width / 2
BallVelx *= -1
level += 1
if bola2.collided(pad1) or bola2.collided(pad2):
if (bola2.collided(pad1)):
bola2.x = bola2.x + bola2.width / 2
else:
bola2.x = bola2.x - bola2.width / 2
Ball2Velx *= -1
level += 1
if(level > 3):
bola2InGame = True
level = 0
#DESENHO
janela.set_background_color((0, 0, 0))
janela.draw_text("{} pontos".format(pointsPlayer2) , 535, 5, 20, (255,255,255), "Arial", True)
janela.draw_text("{} pontos".format(pointsPlayer1) , 405, 5, 20, (255,255,255), "Arial", True)
janela.draw_text("Tempo de jogo: {} seg.".format(time) , 525, janela.height - 25, 20, (255,255,255), "Arial", True)
janela.draw_text("Rebatidas: {}".format(level) , 525, janela.height - 45, 20, (255,255,255), "Arial", True)
sceneCenter.draw()
pad1.draw()
pad2.draw()
bola.draw()
if (bola2InGame):
bola2.draw()
janela.update()