Pong is one of the most famous arcade games, simulating table tennis. Each player controls a paddle in the game by dragging it vertically across the screen’s left or right side. Players use their paddles to strike back and forth on the ball.
Turtle is an inbuilt graphic module in Python. It uses a panel and pen to depict illustrations.
Below are the steps used:
- Step 1) Create two paddles A and B on the left and right side of the screen.
- Step 2) Create a ball.
- Step 3) Create an event to move the paddle vertically on pressing a certain key.
- Step 4) Create the function to update the score after each player misses a collision.
Below is the program to create Paddle and Ball:
Python3
# Import required library import turtle # Create screen sc = turtle.Screen() sc.title( "Pong game" ) sc.bgcolor( "white" ) sc.setup(width = 1000 , height = 600 ) # Left paddle left_pad = turtle.Turtle() left_pad.speed( 0 ) left_pad.shape( "square" ) left_pad.color( "black" ) left_pad.shapesize(stretch_wid = 6 , stretch_len = 2 ) left_pad.penup() left_pad.goto( - 400 , 0 ) # Right paddle right_pad = turtle.Turtle() right_pad.speed( 0 ) right_pad.shape( "square" ) right_pad.color( "black" ) right_pad.shapesize(stretch_wid = 6 , stretch_len = 2 ) right_pad.penup() right_pad.goto( 400 , 0 ) # Ball of circle shape hit_ball = turtle.Turtle() hit_ball.speed( 40 ) hit_ball.shape( "circle" ) hit_ball.color( "blue" ) hit_ball.penup() hit_ball.goto( 0 , 0 ) hit_ball.dx = 5 hit_ball.dy = - 5 |
Output:
Below is the complete python program to create pong game using turtle library.
Python
# Import required library import turtle # Create screen sc = turtle.Screen() sc.title( "Pong game" ) sc.bgcolor( "white" ) sc.setup(width = 1000 , height = 600 ) # Left paddle left_pad = turtle.Turtle() left_pad.speed( 0 ) left_pad.shape( "square" ) left_pad.color( "black" ) left_pad.shapesize(stretch_wid = 6 , stretch_len = 2 ) left_pad.penup() left_pad.goto( - 400 , 0 ) # Right paddle right_pad = turtle.Turtle() right_pad.speed( 0 ) right_pad.shape( "square" ) right_pad.color( "black" ) right_pad.shapesize(stretch_wid = 6 , stretch_len = 2 ) right_pad.penup() right_pad.goto( 400 , 0 ) # Ball of circle shape hit_ball = turtle.Turtle() hit_ball.speed( 40 ) hit_ball.shape( "circle" ) hit_ball.color( "blue" ) hit_ball.penup() hit_ball.goto( 0 , 0 ) hit_ball.dx = 5 hit_ball.dy = - 5 # Initialize the score left_player = 0 right_player = 0 # Displays the score sketch = turtle.Turtle() sketch.speed( 0 ) sketch.color( "blue" ) sketch.penup() sketch.hideturtle() sketch.goto( 0 , 260 ) sketch.write( "Left_player : 0 Right_player: 0" , align = "center" , font = ( "Courier" , 24 , "normal" )) # Functions to move paddle vertically def paddleaup(): y = left_pad.ycor() y + = 20 left_pad.sety(y) def paddleadown(): y = left_pad.ycor() y - = 20 left_pad.sety(y) def paddlebup(): y = right_pad.ycor() y + = 20 right_pad.sety(y) def paddlebdown(): y = right_pad.ycor() y - = 20 right_pad.sety(y) # Keyboard bindings sc.listen() sc.onkeypress(paddleaup, "e" ) sc.onkeypress(paddleadown, "x" ) sc.onkeypress(paddlebup, "Up" ) sc.onkeypress(paddlebdown, "Down" ) while True : sc.update() hit_ball.setx(hit_ball.xcor() + hit_ball.dx) hit_ball.sety(hit_ball.ycor() + hit_ball.dy) # Checking borders if hit_ball.ycor() > 280 : hit_ball.sety( 280 ) hit_ball.dy * = - 1 if hit_ball.ycor() < - 280 : hit_ball.sety( - 280 ) hit_ball.dy * = - 1 if hit_ball.xcor() > 500 : hit_ball.goto( 0 , 0 ) hit_ball.dy * = - 1 left_player + = 1 sketch.clear() sketch.write( "Left_player : {} Right_player: {}" . format ( left_player, right_player), align = "center" , font = ( "Courier" , 24 , "normal" )) if hit_ball.xcor() < - 500 : hit_ball.goto( 0 , 0 ) hit_ball.dy * = - 1 right_player + = 1 sketch.clear() sketch.write( "Left_player : {} Right_player: {}" . format ( left_player, right_player), align = "center" , font = ( "Courier" , 24 , "normal" )) # Paddle ball collision if (hit_ball.xcor() > 360 and hit_ball.xcor() < 370 ) and (hit_ball.ycor() < right_pad.ycor() + 40 and hit_ball.ycor() > right_pad.ycor() - 40 ): hit_ball.setx( 360 ) hit_ball.dx * = - 1 if (hit_ball.xcor()< - 360 and hit_ball.xcor()> - 370 ) and (hit_ball.ycor()<left_pad.ycor() + 40 and hit_ball.ycor()>left_pad.ycor() - 40 ): hit_ball.setx( - 360 ) hit_ball.dx * = - 1 |
Output: