I 've been reading from a book called "Python for kids" where it has step by step, how to create the bounce ball game. The final code looks like this:
from Tkinter import *
import random
tk = Tk()
tk.title("Paddleball Game")
tk.resizable(0,0) # tk window cannot be resized in x or y
tk.wm_attributes("-topmost", 1)
canvas = Canvas(tk, width=500, height=400, bd=0, highlightthickness=0) #no borders around the canvas
canvas.pack()
tk.update()
class Ball:
def __init__(self, canvas, paddle, color):
self.canvas = canvas
self.paddle = paddle
self.id = canvas.create_oval(10, 10, 25, 25, fill = color)
self.canvas.move(self.id, 245, 100)
starts = [-3, -2, -1, 1, 2, 3]
random.shuffle(starts)
self.x = starts[0]
self.y = -3
self.canvas_height = self.canvas.winfo_height()
self.canvas_width = self.canvas.winfo_width()
self.hit_bottom = False
def hit_paddle(self, pos):
paddle_pos = self.canvas.coords(self.paddle.id)
if pos[2] >= paddle_pos[0] and pos[0] <= paddle_pos[2]:
if pos[3] >= paddle_pos[1] and pos[3] <= paddle_pos[3]:
return True
return False
def draw(self):
if self.hit_bottom == False:
self.canvas.move(self.id, self.x, self.y)
pos = self.canvas.coords(self.id)
if pos[1] <= 0:
self.y = 3
if pos[3] >= self.canvas_height:
self.y = -3
if pos[3] >= self.canvas_height:
self.hit_bottom = True
if self.hit_paddle(pos) == True:
self.y = -3
if pos[0] <= 0:
self.x = 3
if pos[2] >= self.canvas_width:
self.x = -3
if ball.hit_bottom == False:
self.canvas.after(10, self.draw) # miliseconds, function
class Paddle:
def __init__(self, canvas, color):
self.canvas = canvas
self.id = canvas.create_rectangle(0, 0, 100, 10, fill=color)
self.canvas.move(self.id, 200, 300)
self.x = 0
self.canvas_width = self.canvas.winfo_width()
self.canvas.bind_all("<KeyPress-Left>", self.turn_left)
self.canvas.bind_all("<KeyPress-Right>", self.turn_right)
def draw(self):
if ball.hit_bottom == False:
self.canvas.move(self.id, self.x, 0)
pos = self.canvas.coords(self.id)
if pos[0] <= 0:
self.x = 0
if pos[2] >= self.canvas_width:
self.x = 0
self.canvas.after(10, self.draw)
def turn_left(self, event):
self.pos = self.canvas.coords(self.id)
if self.pos[0] >= 1:
self.x = -3
def turn_right(self, event):
self.pos = self.canvas.coords(self.id)
if self.pos[2] <= self.canvas_width-1:
self.x = 3
paddle = Paddle(canvas, "blue")
ball = Ball(canvas, paddle, "red")
def start_game(event):
ball.draw()
canvas.bind_all("<Button-1>", start_game)
paddle.draw()
tk.mainloop()
Now after reading the book and understanding most parts, I tried to recreate the game alone and adding some extra stuff. 1) Display game over when I lose, 2) counting the score and displaying it, 3) Delaying the start (by 1 sec), 4) stopping both ball and paddle from moving after i lose. Moreover, I made it so that when I lose, 5) if i click the window again game over text disappears, score goes to zero and paddle and ball start moving again.
However, I want the ball to start from it's original place and not from the bottom and later, if possible, when i lose, display a button so that when I press it, the game restarts.
My code is this:
from Tkinter import *
import random
import time
root = Tk()
root.title("Testing... testing...")
root.resizable(0,0)
root.wm_attributes("-topmost", -1)
canvas = Canvas(root, width=500, height=400, bd=0,highlightthickness=0)
canvas.pack()
root.update()
count = 0
lost = False
class Ball:
def __init__(self, canvas, paddle, color):
self.canvas = canvas
self.paddle = paddle
self.id = canvas.create_oval(0, 0, 15, 15, fill=color)
self.canvas.move(self.id, 245, 200)
starts_x = [-3, -2, -1, 1, 2, 3]
random.shuffle(starts_x)
self.x = starts_x[0]
self.y = -3
self.canvas_height = self.canvas.winfo_height()
self.canvas_width = self.canvas.winfo_width()
def draw(self):
self.canvas.move(self.id, self.x, self.y)
pos = self.canvas.coords(self.id)
if pos[1] <= 0:
self.y = 3
if pos[3] >= self.canvas_height:
self.y = -3
if pos[0] <= 0:
self.x = 3
if pos[2] >= self.canvas_width:
self.x = -3
self.paddle_pos = self.canvas.coords(self.paddle.id)
if pos[2] >= self.paddle_pos[0] and pos[0] <= self.paddle_pos[2]:
if pos[3] >= self.paddle_pos[1] and pos[3] <= self.paddle_pos[3]:
self.y = -3
global count
count +=1
score()
if pos[3] <= self.canvas_height:
self.canvas.after(10, self.draw)
else:
game_over()
global lost
lost = True
class Paddle:
def __init__(self, canvas, color):
self.canvas = canvas
self.id = canvas.create_rectangle(0, 0, 100, 10, fill=color)
self.canvas.move(self.id, 200, 300)
self.x = 0
self.canvas_width = self.canvas.winfo_width()
self.canvas.bind_all("<KeyPress-Left>", self.move_left)
self.canvas.bind_all("<KeyPress-Right>", self.move_right)
def draw(self):
self.canvas.move(self.id, self.x, 0)
self.pos = self.canvas.coords(self.id)
if self.pos[0] <= 0:
self.x = 0
if self.pos[2] >= self.canvas_width:
self.x = 0
global lost
if lost == False:
self.canvas.after(10, self.draw)
def move_left(self, event):
if self.pos[0] >= 0:
self.x = -3
def move_right(self, event):
if self.pos[2] <= self.canvas_width:
self.x = 3
def start_game(event):
global lost, count
lost = False
count = 0
score()
canvas.itemconfig(game, text=" ")
time.sleep(1)
paddle.draw()
ball.draw()
def score():
canvas.itemconfig(score_now, text="score: " + str(count))
def game_over():
canvas.itemconfig(game, text="Game over!")
paddle = Paddle(canvas, "blue")
ball = Ball(canvas, paddle, "red")
score_now = canvas.create_text(430, 20, text="score: " + str(count), fill = "red", font=("Arial", 16))
game = canvas.create_text(250, 150, text=" ", fill="red", font=("Arial", 20))
canvas.bind_all("<Button-1>", start_game)
root.mainloop()
Anyone could help me? Thanks.
EDIT: I think I need a way to un-draw the ball after I lose and re-draw it where it was when the game started! But am not sure how to do this...
I tried inserting ball = Ball(canvas, paddle, "red")
inside the start_game function but this will draw a new ball and keep the old one on the bottom...
If anyone else tried to solve this and couldn't, I found a solution.
I edited 2 things, as follows:
inside the draw() function of the Ball class, edited these lines:
if pos[3] <= self.canvas_height:
self.canvas.after(10, self.draw)
else:
self.canvas.move(self.id, 245, 200) #added this line
game_over()
global lost
lost = True
also edited the start_game() function as follows:
def start_game(event):
global lost, count, ball #added ball here
if lost == True: # added this if
ball = Ball(canvas, paddle, "red")
lost = False #and finally changed the lost var BEFORE drawing the paddle which has a check of lost var in order to move.
paddle.draw()
ball.draw()
count = 0
score()
canvas.itemconfig(game, text=" ")
time.sleep(1)
Any more help/answers welcome!