I'm fairly new to programming, game programming especially. I'm trying to make pong using pygame, but have run into a slight issue. Essentially, the ball hits a paddle, stops, and then keeps going once the paddle is out of the way. Obviously I want the ball to bounce back, but I can't figure out why it won't, when I've coded (what I thought was) the appropriate logic for ball-paddle collisions. Here's my code:
# importing stuff
import sys, pygame
from pygame.locals import *
# starting pygame
pygame.init()
# defining basic colours
white = (255, 255, 255)
black = (0, 0, 0)
# set up the clock
clock = pygame.time.Clock()
# text and such
tFont = pygame.font.SysFont("monospace", 15)
# setting window res and setting display
winX, winY = 600, 300
window = pygame.display.set_mode((winX, winY))
# setting the speed for on screen stuff
playSpeed = 5 # player speed (p1 and p2)
# counts points for each player
# 1 2
points = [0, 0]
# tallies number of times FPS is counted and added to toal amount
fpsCount = 0
fpsTotal = 0
class Ball(object):
def __init__(self, speed):
# set default ball position in screen centre
self.ballX = winX / 2
self.ballY = winY / 2
self.ballSpeed = speed
def move(self):
if points[0] > points[1]: # if p1 has more points than p2
self.ballX -= self.ballSpeed # ball goes to p1's side
elif points[0] < points[1]: # only other condition could be p2 having more points
self.ballX += self.ballSpeed # ball goes to p2's side
elif points[0] == points[1]: # if points are equal
self.ballX -= self.ballSpeed # favour player 1 (change later)
pygame.draw.circle(window, black, (self.ballX, self.ballY), 3)
def collide(self, paddle): # unsure if 'paddle' necessary
# if ball hits top of paddle, bounce to top
# if hits bottom, bounce to bottom
# if ball hits midsection, bounce straight (middle could be about 10px?)
if paddle == playerOne:
self.ballX
self.ballX += self.ballSpeed
class Paddle(object):
# set the player number (1/2) and if it's an AI or real player
def __init__(self, player, aiornot):
if player == 1 and aiornot == False:
self.coords = [[40, 130], [40, 160]]
elif player == 2 and aiornot == False:
self.coords = [[560, 130], [560, 160]]
self.movement = 'stop' # sets default movement
def move(self):
if self.movement == 'down' and self.coords[1][1] < 300:
self.moveDown()
elif self.movement == 'up' and self.coords[0][1] > 0:
self.moveUp()
elif self.movement == 'stop':
self.stop()
# draw the paddle in new position
pygame.draw.line(window, black, self.coords[0], self.coords[1], 10)
# movement functions, for direction and such
def moveDown(self):
self.coords[0][1] += playSpeed
self.coords[1][1] += playSpeed
def moveUp(self):
self.coords[0][1] -= playSpeed
self.coords[1][1] -= playSpeed
def stop(self):
self.coords[0][1] = self.coords[0][1]
self.coords[1][1] = self.coords[1][1]
ball = Ball(playSpeed)
playerOne = Paddle(1, False)
playerTwo = Paddle(2, False)
# main loop
while True:
# event handling for exit
for event in pygame.event.get():
if event.type == QUIT:
# print the average FPS
print round(fpsTotal / fpsCount, 2), "fps (avg)"
pygame.quit()
sys.exit()
# setting direction upon arrow key press
elif event.type == KEYDOWN:
if event.key == K_DOWN:
playerOne.movement = 'down'
elif event.key == K_UP:
playerOne.movement = 'up'
elif event.key == K_s:
playerTwo.movement = 'down'
elif event.key == K_w:
playerTwo.movement = 'up'
# when the key is released, stop moving
elif event.type == KEYUP:
if event.key == K_DOWN or event.key == K_UP:
playerOne.movement = 'stop'
elif event.key == K_s or event.key == K_w:
playerTwo.movement = 'stop'
print "player1:", playerOne.coords
print "player2:", playerTwo.coords
# this is a mess... if the balls x coords = the paddles x coords, and the balls y
# coord is somewhere between the start and end point of the paddle, then do the balls
# collision function on the paddle
if ball.ballX >= playerOne.coords[0][0] and ball.ballX <= playerOne.coords[1][0]: # or ball.ballX == 40
if ball.ballY >= playerOne.coords[0][1] and ball.ballY <= playerOne.coords[1][1]:
ball.collide(playerOne)
print ball.ballX, ball.ballY
# fill the window
window.fill(white)
# redraw the bat with new position
playerOne.move()
playerTwo.move()
# redraw the ball with new position
ball.move()
# set FPS to 60
clock.tick(60)
# for working out average FPS
fpsCount += 1
fpsTotal += clock.get_fps()
# set window title
pygame.display.set_caption("Long Pong")
# render FPS to text, display text
text = tFont.render(str(round(clock.get_fps(), 2)), 8, black)
window.blit(text, (545, 5))
# update display
pygame.display.update()
And also a pastebin here if it's easier to look at/copy.
I appreciate any help with this, I've been able to work out any other problem on my own, but I can't tell what I'm missing here.
I hope the below code helps. Although my program was a bit different because every time the ball hit the paddle we had to generate a new ball.