This tutorial is the third tutorial in a series of five Pygame tutorials:
- Pong Tutorial 1: Getting Started
- Pong Tutorial 2: Adding the Paddles
- Pong Tutorial 3: Controlling the Paddles
- Pong Tutorial 4: Adding a Bouncing Ball
- Pong Tutorial 5: Adding a Scoring system
- Extra: Pygame How To’s?
The final stage of our tutorial focuses on adding a scoring system to our Pong game. Player A will score a point if the ball bounces against the right hand side edge of the screen while player B will score a point if the ball bounces against the left hand side edge of the screen. Both scores will be displayed at the top of the screen.
The final code for the main.py is provided below. We made three changes to the code as follows:
- On lines 43 to 45 we are initialising both player scores to 0.
- On lines 72 to 77 the code detects when one the player scores point.
- On lines 96 to 101 how the scores are displayed on screen.
main.pypaddle.pyball.py
# Import the pygame library and initialise the game engine
import pygame
from paddle import Paddle
from ball import Ball
pygame.init()
# Define some colors
BLACK = (0,0,0)
WHITE = (255,255,255)
# Open a new window
size = (700, 500)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Pong")
paddleA = Paddle(WHITE, 10, 100)
paddleA.rect.x = 20
paddleA.rect.y = 200
paddleB = Paddle(WHITE, 10, 100)
paddleB.rect.x = 670
paddleB.rect.y = 200
ball = Ball(WHITE,10,10)
ball.rect.x = 345
ball.rect.y = 195
#This will be a list that will contain all the sprites we intend to use in our game.
all_sprites_list = pygame.sprite.Group()
# Add the 2 paddles and the ball to the list of objects
all_sprites_list.add(paddleA)
all_sprites_list.add(paddleB)
all_sprites_list.add(ball)
# The loop will carry on until the user exits the game (e.g. clicks the close button).
carryOn = True
# The clock will be used to control how fast the screen updates
clock = pygame.time.Clock()
#Initialise player scores
scoreA = 0
scoreB = 0
# -------- Main Program Loop -----------
while carryOn:
# --- Main event loop
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
carryOn = False # Flag that we are done so we exit this loop
elif event.type==pygame.KEYDOWN:
if event.key==pygame.K_x: #Pressing the x Key will quit the game
carryOn=False
#Moving the paddles when the use uses the arrow keys (player A) or "W/S" keys (player B)
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
paddleA.moveUp(5)
if keys[pygame.K_s]:
paddleA.moveDown(5)
if keys[pygame.K_UP]:
paddleB.moveUp(5)
if keys[pygame.K_DOWN]:
paddleB.moveDown(5)
# --- Game logic should go here
all_sprites_list.update()
#Check if the ball is bouncing against any of the 4 walls:
if ball.rect.x>=690:
scoreA+=1
ball.velocity[0] = -ball.velocity[0]
if ball.rect.x<=0:
scoreB+=1
ball.velocity[0] = -ball.velocity[0]
if ball.rect.y>490:
ball.velocity[1] = -ball.velocity[1]
if ball.rect.y<0:
ball.velocity[1] = -ball.velocity[1]
#Detect collisions between the ball and the paddles
if pygame.sprite.collide_mask(ball, paddleA) or pygame.sprite.collide_mask(ball, paddleB):
ball.bounce()
# --- Drawing code should go here
# First, clear the screen to black.
screen.fill(BLACK)
#Draw the net
pygame.draw.line(screen, WHITE, [349, 0], [349, 500], 5)
#Now let's draw all the sprites in one go. (For now we only have 2 sprites!)
all_sprites_list.draw(screen)
#Display scores:
font = pygame.font.Font(None, 74)
text = font.render(str(scoreA), 1, WHITE)
screen.blit(text, (250,10))
text = font.render(str(scoreB), 1, WHITE)
screen.blit(text, (420,10))
# --- Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# --- Limit to 60 frames per second
clock.tick(60)
#Once we have exited the main program loop we can stop the game engine:
pygame.quit()
import pygame
BLACK = (0,0,0)
class Paddle(pygame.sprite.Sprite):
#This class represents a paddle. It derives from the "Sprite" class in Pygame.
def __init__(self, color, width, height):
# Call the parent class (Sprite) constructor
super().__init__()
# Pass in the color of the Paddle, its width and height.
# Set the background color and set it to be transparent
self.image = pygame.Surface([width, height])
self.image.fill(BLACK)
self.image.set_colorkey(BLACK)
# Draw the paddle (a rectangle!)
pygame.draw.rect(self.image, color, [0, 0, width, height])
# Fetch the rectangle object that has the dimensions of the image.
self.rect = self.image.get_rect()
def moveUp(self, pixels):
self.rect.y -= pixels
#Check that you are not going too far (off the screen)
if self.rect.y < 0:
self.rect.y = 0
def moveDown(self, pixels):
self.rect.y += pixels
#Check that you are not going too far (off the screen)
if self.rect.y > 400:
self.rect.y = 400
import pygame
from random import randint
BLACK = (0, 0, 0)
class Ball(pygame.sprite.Sprite):
#This class represents a ball. It derives from the "Sprite" class in Pygame.
def __init__(self, color, width, height):
# Call the parent class (Sprite) constructor
super().__init__()
# Pass in the color of the ball, its width and height.
# Set the background color and set it to be transparent
self.image = pygame.Surface([width, height])
self.image.fill(BLACK)
self.image.set_colorkey(BLACK)
# Draw the ball (a rectangle!)
pygame.draw.rect(self.image, color, [0, 0, width, height])
self.velocity = [randint(4,8),randint(-8,8)]
# Fetch the rectangle object that has the dimensions of the image.
self.rect = self.image.get_rect()
def update(self):
self.rect.x += self.velocity[0]
self.rect.y += self.velocity[1]
def bounce(self):
self.velocity[0] = -self.velocity[0]
self.velocity[1] = randint(-8,8)




