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Copy pathgame.py
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165 lines (134 loc) · 3.66 KB
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import turtle
import winsound
# Création de la fenêtre de jeu
win = turtle.Screen()
win.title('Pong')
win.bgcolor('green')
win.setup(width=1000,height=700)
win.tracer(0) # Désactivation de la mise à jour automatique de l'écran
# Fonction pour dessiner le terrain de jeu
def drawField():
draw = turtle.Turtle()
draw.penup()
draw.speed(0)
draw.color('white')
draw.hideturtle()
draw.goto(-390,295)
draw.pendown()
for i in range(2):
draw.forward(770)
draw.right(90)
draw.forward(580)
draw.right(90)
draw.goto(0,295)
draw.right(90)
draw.goto(0,-285)
draw.penup()
draw.goto(-50,0)
draw.pendown()
draw.circle(50)
drawField()
# Initialisation des scores
scoreA = 0
scoreB = 0
# Raquette A
padA = turtle.Turtle()
padA.speed(0)
padA.shape('square')
padA.shapesize(stretch_wid=8,stretch_len=1)
padA.color('blue')
padA.penup()
padA.goto(-350,0)
# Raquette B
padB = turtle.Turtle()
padB.speed(0)
padB.shape('square')
padB.shapesize(stretch_wid=8,stretch_len=1)
padB.color('red')
padB.penup()
padB.goto(350,0)
# Balle
ball = turtle.Turtle()
ball.speed(0)
ball.shape('circle')
ball.color('white')
ball.penup()
ball.goto(0,0)
ball.dx = 0.5 # Déplacement horizontal initial
ball.dy = 0.5 # Déplacement vertical initial
# Stylo pour afficher les scores
pen = turtle.Turtle()
pen.speed(0)
pen.color('black')
pen.penup()
pen.hideturtle()
pen.goto(0,250)
# Fonction pour écrire les scores avec une animation
def write():
pen.write(f"Player A : {scoreA} Player B : {scoreB}", align='center', font=('Times New Roman', 25, 'normal'))
write()
# Gestion des entrées clavier pour les raquettes
def padA_up():
y = padA.ycor()
y += 55
padA.sety(y)
def padA_down():
y = padA.ycor()
y -= 55
padA.sety(y)
def padB_up():
y = padB.ycor()
y += 55
padB.sety(y)
def padB_down():
y = padB.ycor()
y -= 55
padB.sety(y)
# Association des touches du clavier aux fonctions de déplacement des raquettes
win.listen()
win.onkeypress(padA_up,'z')
win.onkeypress(padA_down,'s')
win.onkeypress(padB_up,'Up')
win.onkeypress(padB_down,'Down')
# Fonction pour jouer de la musique
def playMusic(music):
winsound.PlaySound(music, winsound.SND_ASYNC)
# Boucle principale du jeu
while True:
try:
win.update() # Mise à jour de l'écran
# Déplacement de la balle
ball.setx(ball.xcor() + ball.dx)
ball.sety(ball.ycor() + ball.dy)
# Gestion des collisions avec les bords
if ball.ycor() > 290:
ball.dy *= -1
playMusic('assets/oh-no.wav')
if ball.ycor() < -290:
ball.dy *= -1
playMusic('assets/oh-no.wav')
if ball.xcor() > 390:
ball.setx(-100)
ball.dx *= -1
scoreA += 1
playMusic('assets/CLAPPING.wav')
pen.clear()
write()
if ball.xcor() < -390:
ball.setx(-100)
ball.dx *= -1
scoreB += 1
playMusic('assets/CLAPPING.wav')
pen.clear()
write()
# Gestion des collisions avec les raquettes
if (ball.xcor() > 340 and ball.xcor() < 350) and (ball.ycor() < padB.ycor() + 50 and ball.ycor() > padB.ycor() - 50):
playMusic('assets/hit1.wav')
ball.setx(340)
ball.dx *= -1
if (ball.xcor() < -340 and ball.xcor() >-350) and (ball.ycor() < padA.ycor() + 50 and ball.ycor() > padA.ycor() - 50):
playMusic('assets/hit2.wav')
ball.setx(-340)
ball.dx *= -1
except Exception as e:
pass # Ignorer les erreurs et continuer l'exécution du programme