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)