pong
from kandinsky import fill_rect, draw_string from ion import * from time import sleep # scherm WIDTH = 320 HEIGHT = 222 # paddles p1_y = 90 p2_y = 90 paddle_h = 40 paddle_w = 5 # bal ball_x = 160 ball_y = 111 ball_dx = 2 ball_dy = 2 # score score1 = 0 score2 = 0 def draw(): fill_rect(0,0,WIDTH,HEIGHT,(0,0,0)) # middenlijn for i in range(0,HEIGHT,10): fill_rect(WIDTH//2, i, 2, 5, (255,255,255)) # paddles fill_rect(5, p1_y, paddle_w, paddle_h, (255,255,255)) fill_rect(WIDTH-10, p2_y, paddle_w, paddle_h, (255,255,255)) # bal fill_rect(ball_x, ball_y, 5, 5, (255,255,255)) # score draw_string(str(score1), WIDTH//4, 10) draw_string(str(score2), 3*WIDTH//4, 10) while True: # controls speler 1 (pijltjes) if keydown(KEY_UP): p1_y -= 3 if keydown(KEY_DOWN): p1_y += 3 # controls speler 2 (EXE en SHIFT) if keydown(KEY_EXE): p2_y -= 3 if keydown(KEY_SHIFT): p2_y += 3 # grenzen paddles p1_y = max(0, min(HEIGHT - paddle_h, p1_y)) p2_y = max(0, min(HEIGHT - paddle_h, p2_y)) # bal bewegen ball_x += ball_dx ball_y += ball_dy # botsing boven/onder if ball_y <= 0 or ball_y >= HEIGHT-5: ball_dy *= -1 # botsing paddles if ball_x <= 10 and p1_y < ball_y < p1_y + paddle_h: ball_dx *= -1 if ball_x >= WIDTH-15 and p2_y < ball_y < p2_y + paddle_h: ball_dx *= -1 # scoren if ball_x < 0: score2 += 1 ball_x, ball_y = 160,111 if ball_x > WIDTH: score1 += 1 ball_x, ball_y = 160,111 draw() sleep(0.01)