kivy-gamecamp-pong-tutorial/main.py

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import random
from kivy import app, clock, properties, vector
from kivy.uix import widget
class PongGame(widget.Widget):
# ADD note: why the None needed... the API allows for *args, **kwargs
ball = properties.ObjectProperty(None)
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player_one = properties.ObjectProperty(None)
player_two = properties.ObjectProperty(None)
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def serve_ball(self, vel=(4, 0)):
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self.ball.center = self.center
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self.ball.velocity = vel
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def update(self, dt):
self.ball.move()
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# bounce ball off bottom or top
if (self.ball.y < self.y) or (self.ball.top > self.top):
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self.ball.velocity_y *= -1
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# went of to a side to score point?
if self.ball.x < self.x:
self.player_two.score += 1
self.serve_ball(vel=(4, 0))
if self.ball.x > self.width:
self.player_one.score += 1
self.serve_ball(vel=(-4, 0))
def on_touch_move(self, touch):
if touch.x < self.width / 3:
self.player_one.center_y = touch.y
if touch.x > self.width - self.width / 3:
self.player_two.center_y = touch.y
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class PongBall(widget.Widget):
velocity_x = properties.NumericProperty(0)
velocity_y = properties.NumericProperty(0)
velocity = properties.ReferenceListProperty(velocity_x, velocity_y)
def move(self):
self.pos = vector.Vector(*self.velocity) + self.pos
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class PongPaddle(widget.Widget):
score = properties.NumericProperty(0)
def bounce_ball(self, ball):
if self.collide_widget(ball):
vx, vy = ball.velocity
offset = (ball.center_y - self.center_y) / (self.height / 2)
bounced = vector.Vector(-1 * vx, vy)
vel = bounced * 1.1
ball.velocity = vel.x, vel.y + offset
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class PongApp(app.App):
def build(self):
game = PongGame()
game.serve_ball()
clock.Clock.schedule_interval(game.update, 1.0 / 60.0)
return game
def run_pong_game():
PongApp().run()
if __name__ == '__main__':
run_pong_game()