console-pong 1.0.0__tar.gz
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- console_pong-1.0.0/LICENSE +21 -0
- console_pong-1.0.0/PKG-INFO +26 -0
- console_pong-1.0.0/README.md +7 -0
- console_pong-1.0.0/pyproject.toml +27 -0
- console_pong-1.0.0/setup.cfg +4 -0
- console_pong-1.0.0/src/console_pong/__init__.py +6 -0
- console_pong-1.0.0/src/console_pong/__main__.py +3 -0
- console_pong-1.0.0/src/console_pong/game.py +855 -0
- console_pong-1.0.0/src/console_pong.egg-info/PKG-INFO +26 -0
- console_pong-1.0.0/src/console_pong.egg-info/SOURCES.txt +11 -0
- console_pong-1.0.0/src/console_pong.egg-info/dependency_links.txt +1 -0
- console_pong-1.0.0/src/console_pong.egg-info/entry_points.txt +2 -0
- console_pong-1.0.0/src/console_pong.egg-info/top_level.txt +1 -0
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MIT License
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Copyright (c) 2026 CheezeDeveloper
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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Metadata-Version: 2.4
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Name: console-pong
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Version: 1.0.0
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Summary: A fully featured Pong game right in your terminal
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License: MIT
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Project-URL: Homepage, https://github.com/CheezeDeveloper/console-pong
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Keywords: pong,game,terminal,console,cli
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Classifier: Development Status :: 5 - Production/Stable
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Classifier: Environment :: Console
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Classifier: Intended Audience :: End Users/Desktop
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Classifier: License :: OSI Approved :: MIT License
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Classifier: Operating System :: OS Independent
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Classifier: Programming Language :: Python :: 3
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Classifier: Topic :: Games/Entertainment :: Arcade
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Requires-Python: >=3.7
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Description-Content-Type: text/markdown
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License-File: LICENSE
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Dynamic: license-file
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Hi! This is CheezeDev.
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This is a very cool, playable Ping Pong game, which has trail effects, CPUs, etc!
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No need for dependencies.
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To insall, you can use pip install console-pong.
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[build-system]
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requires = ["setuptools>=68.0", "wheel"]
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build-backend = "setuptools.build_meta"
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[project]
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name = "console-pong"
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version = "1.0.0"
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description = "A fully featured Pong game right in your terminal"
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readme = "README.md"
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license = {text = "MIT"}
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requires-python = ">=3.7"
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keywords = ["pong", "game", "terminal", "console", "cli"]
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classifiers = [
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"Development Status :: 5 - Production/Stable",
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"Environment :: Console",
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"Intended Audience :: End Users/Desktop",
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"License :: OSI Approved :: MIT License",
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"Operating System :: OS Independent",
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"Programming Language :: Python :: 3",
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"Topic :: Games/Entertainment :: Arcade",
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]
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[project.scripts]
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pong = "console_pong:main"
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[project.urls]
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Homepage = "https://github.com/CheezeDeveloper/console-pong"
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import sys
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import os
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import time
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import random
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import math
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WINDOWS = os.name == 'nt'
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if WINDOWS:
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import msvcrt
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else:
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import tty
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import termios
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import select
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class PongGame:
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def __init__(self):
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self.width = 60
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self.height = 22
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# Paddles
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self.paddle_h = 5
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self.paddle_h_p2 = 5
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self.p1_y = 0.0
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self.p2_y = 0.0
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# Ball
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self.ball_x = 0.0
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self.ball_y = 0.0
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self.ball_dx = 0.0
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self.ball_dy = 0.0
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self.ball_speed = 1.0
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self.max_speed = 2.5
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# Trail effect
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self.ball_trail = []
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self.max_trail = 4
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# Particles
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self.particles = []
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# Scores
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self.p1_score = 0
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self.p2_score = 0
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self.win_score = 7
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# State
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self.running = True
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self.paused = False
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self.game_over = False
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self.winner = ""
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self.state = "MENU"
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# Game mode
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self.mode = "PVP"
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self.cpu_difficulty = 2
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self.cpu_reaction_timer = 0
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# Powerups
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self.powerup_x = -1
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self.powerup_y = -1
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self.powerup_type = ""
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self.powerup_timer = 0
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self.powerup_active = ""
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self.powerup_active_timer = 0
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self.powerup_active_owner = 0
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# Stats
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self.rallies = 0
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self.longest_rally = 0
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self.current_rally = 0
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self.total_time = 0
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self.start_time = 0
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# Timing
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self.tick_rate = 0.045
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self.ball_move_accum = 0.0
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# Countdown
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self.countdown = 0
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self.countdown_timer = 0.0
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# Screen shake
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self.shake_frames = 0
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self.shake_offset_x = 0
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self.shake_offset_y = 0
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# Combo
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self.p1_combo = 0
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self.p2_combo = 0
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# Flash
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self.flash_frames = 0
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self.flash_char = ""
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# Menu
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self.menu_selection = 0
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self.mode_selection = 0
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self.difficulty_selection = 1
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# Terminal
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if not WINDOWS:
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self.old_settings = termios.tcgetattr(sys.stdin)
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tty.setcbreak(sys.stdin.fileno())
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def cleanup(self):
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if not WINDOWS:
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termios.tcsetattr(sys.stdin, termios.TCSADRAIN, self.old_settings)
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sys.stdout.write('\033[?25h')
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sys.stdout.flush()
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def get_key(self):
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if WINDOWS:
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if msvcrt.kbhit():
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ch = msvcrt.getch()
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if ch in (b'\x00', b'\xe0'):
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msvcrt.getch()
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return None
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try:
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return ch.decode('utf-8').lower()
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except:
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return None
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return None
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else:
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if select.select([sys.stdin], [], [], 0)[0]:
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ch = sys.stdin.read(1)
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return ch.lower()
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return None
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def read_keys(self):
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keys = []
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for _ in range(15):
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key = self.get_key()
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if key is None:
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break
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keys.append(key)
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return keys
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def hide_cursor(self):
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sys.stdout.write('\033[?25l')
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sys.stdout.flush()
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def move_home(self):
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sys.stdout.write('\033[H')
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def clear(self):
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os.system('cls' if WINDOWS else 'clear')
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# ── Particle System ──────────────────────────────────────
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def spawn_particles(self, x, y, count=6, chars=None):
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if chars is None:
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chars = ['*', '+', '.', '·', ':', '~']
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for _ in range(count):
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self.particles.append({
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'x': float(x),
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'y': float(y),
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'dx': random.uniform(-2, 2),
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'dy': random.uniform(-1.5, 1.5),
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'life': random.randint(3, 8),
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'char': random.choice(chars)
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})
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def spawn_score_particles(self, x, y):
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chars = ['★', '!', '*', '●', '◆', '+']
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for _ in range(12):
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self.particles.append({
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'x': float(x),
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'y': float(y),
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'dx': random.uniform(-3, 3),
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'dy': random.uniform(-2, 2),
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'life': random.randint(4, 12),
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'char': random.choice(chars)
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})
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def update_particles(self):
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alive = []
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for p in self.particles:
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p['x'] += p['dx']
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p['y'] += p['dy']
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p['life'] -= 1
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p['dy'] += 0.1
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if p['life'] > 0:
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alive.append(p)
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self.particles = alive
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# ── Power-up System ──────────────────────────────────────
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def spawn_powerup(self):
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self.powerup_x = random.randint(self.width // 4, 3 * self.width // 4)
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self.powerup_y = random.randint(2, self.height - 3)
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self.powerup_type = random.choice(["BIG", "FAST", "SLOW", "TINY"])
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self.powerup_timer = 200
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def collect_powerup(self, player):
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self.powerup_active = self.powerup_type
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self.powerup_active_timer = 150
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self.powerup_active_owner = player
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if self.powerup_type == "BIG":
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if player == 1:
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self.paddle_h = 7
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else:
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self.paddle_h_p2 = 7
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elif self.powerup_type == "TINY":
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if player == 1:
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self.paddle_h_p2 = 3
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else:
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self.paddle_h = 3
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elif self.powerup_type == "FAST":
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self.ball_speed = min(self.ball_speed * 1.5, self.max_speed)
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elif self.powerup_type == "SLOW":
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self.ball_speed = max(self.ball_speed * 0.6, 0.5)
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self.spawn_particles(self.powerup_x, self.powerup_y, 10, ['★', '✦', '◆', '●'])
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self.powerup_x = -1
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self.powerup_y = -1
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self.powerup_type = ""
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def clear_powerup_effect(self):
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self.powerup_active = ""
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self.powerup_active_owner = 0
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self.paddle_h = 5
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self.paddle_h_p2 = 5
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self.ball_speed = max(0.8, min(self.ball_speed, 1.5))
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# ── CPU AI ───────────────────────────────────────────────
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def update_cpu(self):
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if self.mode != "CPU":
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return
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self.cpu_reaction_timer += 1
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react_every = {1: 6, 2: 3, 3: 1}[self.cpu_difficulty]
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if self.cpu_reaction_timer % react_every != 0:
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return
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target_y = self.ball_y
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ph = self.paddle_h_p2
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paddle_center = self.p2_y + ph / 2.0
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if self.cpu_difficulty == 1:
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target_y += random.uniform(-4, 4)
|
|
246
|
+
elif self.cpu_difficulty == 2:
|
|
247
|
+
target_y += random.uniform(-1.5, 1.5)
|
|
248
|
+
|
|
249
|
+
if self.ball_dx > 0 or self.cpu_difficulty == 3:
|
|
250
|
+
diff = target_y - paddle_center
|
|
251
|
+
move_speed = {1: 1, 2: 2, 3: 2}[self.cpu_difficulty]
|
|
252
|
+
if abs(diff) > 1:
|
|
253
|
+
if diff > 0:
|
|
254
|
+
self.p2_y = min(self.height - ph, self.p2_y + move_speed)
|
|
255
|
+
else:
|
|
256
|
+
self.p2_y = max(0, self.p2_y - move_speed)
|
|
257
|
+
|
|
258
|
+
# ── Game Logic ───────────────────────────────────────────
|
|
259
|
+
|
|
260
|
+
def init_game(self):
|
|
261
|
+
self.paddle_h = 5
|
|
262
|
+
self.paddle_h_p2 = 5
|
|
263
|
+
self.p1_y = float(self.height // 2 - self.paddle_h // 2)
|
|
264
|
+
self.p2_y = float(self.height // 2 - self.paddle_h // 2)
|
|
265
|
+
self.p1_score = 0
|
|
266
|
+
self.p2_score = 0
|
|
267
|
+
self.game_over = False
|
|
268
|
+
self.winner = ""
|
|
269
|
+
self.paused = False
|
|
270
|
+
self.rallies = 0
|
|
271
|
+
self.longest_rally = 0
|
|
272
|
+
self.current_rally = 0
|
|
273
|
+
self.particles = []
|
|
274
|
+
self.ball_trail = []
|
|
275
|
+
self.p1_combo = 0
|
|
276
|
+
self.p2_combo = 0
|
|
277
|
+
self.powerup_x = -1
|
|
278
|
+
self.powerup_active = ""
|
|
279
|
+
self.powerup_active_timer = 0
|
|
280
|
+
self.start_time = time.time()
|
|
281
|
+
self.reset_ball()
|
|
282
|
+
|
|
283
|
+
def reset_ball(self, direction=None):
|
|
284
|
+
self.ball_x = float(self.width // 2)
|
|
285
|
+
self.ball_y = float(self.height // 2)
|
|
286
|
+
self.ball_speed = 1.0
|
|
287
|
+
if direction is None:
|
|
288
|
+
direction = random.choice([-1, 1])
|
|
289
|
+
angle = random.uniform(-0.5, 0.5)
|
|
290
|
+
self.ball_dx = float(direction)
|
|
291
|
+
self.ball_dy = angle
|
|
292
|
+
self.ball_trail = []
|
|
293
|
+
self.countdown = 3
|
|
294
|
+
self.countdown_timer = time.time()
|
|
295
|
+
self.current_rally = 0
|
|
296
|
+
self.ball_move_accum = 0.0
|
|
297
|
+
|
|
298
|
+
def update_ball(self):
|
|
299
|
+
if self.paused or self.game_over or self.countdown > 0:
|
|
300
|
+
return
|
|
301
|
+
|
|
302
|
+
self.ball_move_accum += self.ball_speed
|
|
303
|
+
while self.ball_move_accum >= 1.0:
|
|
304
|
+
self.ball_move_accum -= 1.0
|
|
305
|
+
self._step_ball()
|
|
306
|
+
|
|
307
|
+
def _step_ball(self):
|
|
308
|
+
# Trail
|
|
309
|
+
self.ball_trail.append((self.ball_x, self.ball_y))
|
|
310
|
+
if len(self.ball_trail) > self.max_trail:
|
|
311
|
+
self.ball_trail.pop(0)
|
|
312
|
+
|
|
313
|
+
new_x = self.ball_x + self.ball_dx
|
|
314
|
+
new_y = self.ball_y + self.ball_dy
|
|
315
|
+
|
|
316
|
+
# ── WALL BOUNCE ──────────────────────────────────
|
|
317
|
+
# The playable vertical range is 1.0 to height-2.0
|
|
318
|
+
# We never allow the ball to sit on row 0 or row height-1
|
|
319
|
+
top_limit = 1.0
|
|
320
|
+
bottom_limit = float(self.height - 2)
|
|
321
|
+
|
|
322
|
+
bounce_count = 0
|
|
323
|
+
while (new_y < top_limit or new_y > bottom_limit) and bounce_count < 10:
|
|
324
|
+
bounce_count += 1
|
|
325
|
+
if new_y < top_limit:
|
|
326
|
+
new_y = 2 * top_limit - new_y # reflect off top
|
|
327
|
+
self.ball_dy = abs(self.ball_dy)
|
|
328
|
+
if abs(self.ball_dy) < 0.3:
|
|
329
|
+
self.ball_dy = 0.3
|
|
330
|
+
self.spawn_particles(new_x, 0, 3, ['─', '~', '.'])
|
|
331
|
+
if new_y > bottom_limit:
|
|
332
|
+
new_y = 2 * bottom_limit - new_y # reflect off bottom
|
|
333
|
+
self.ball_dy = -abs(self.ball_dy)
|
|
334
|
+
if abs(self.ball_dy) < 0.3:
|
|
335
|
+
self.ball_dy = -0.3
|
|
336
|
+
self.spawn_particles(new_x, self.height - 1, 3, ['─', '~', '.'])
|
|
337
|
+
|
|
338
|
+
# Hard clamp as absolute last resort — force away from edges
|
|
339
|
+
if new_y <= top_limit:
|
|
340
|
+
new_y = top_limit + 0.5
|
|
341
|
+
self.ball_dy = abs(self.ball_dy)
|
|
342
|
+
if abs(self.ball_dy) < 0.3:
|
|
343
|
+
self.ball_dy = 0.3
|
|
344
|
+
if new_y >= bottom_limit:
|
|
345
|
+
new_y = bottom_limit - 0.5
|
|
346
|
+
self.ball_dy = -abs(self.ball_dy)
|
|
347
|
+
if abs(self.ball_dy) < 0.3:
|
|
348
|
+
self.ball_dy = -0.3
|
|
349
|
+
|
|
350
|
+
by = int(round(new_y))
|
|
351
|
+
# Clamp the integer position too
|
|
352
|
+
by = max(1, min(self.height - 2, by))
|
|
353
|
+
p1h = self.paddle_h
|
|
354
|
+
p2h = self.paddle_h_p2
|
|
355
|
+
|
|
356
|
+
# Left paddle
|
|
357
|
+
if new_x <= 2 and self.ball_dx < 0:
|
|
358
|
+
p1_top = int(self.p1_y)
|
|
359
|
+
if p1_top <= by < p1_top + p1h:
|
|
360
|
+
new_x = 3.0
|
|
361
|
+
self.ball_dx = abs(self.ball_dx)
|
|
362
|
+
center = self.p1_y + p1h / 2.0
|
|
363
|
+
offset = (by - center) / (p1h / 2.0)
|
|
364
|
+
self.ball_dy = offset * 1.0
|
|
365
|
+
# Enforce minimum vertical movement so ball never goes flat
|
|
366
|
+
if abs(self.ball_dy) < 0.3:
|
|
367
|
+
self.ball_dy = 0.3 if self.ball_dy >= 0 else -0.3
|
|
368
|
+
# Cap max so it doesn't go too steep
|
|
369
|
+
if self.ball_dy > 0.9:
|
|
370
|
+
self.ball_dy = 0.9
|
|
371
|
+
elif self.ball_dy < -0.9:
|
|
372
|
+
self.ball_dy = -0.9
|
|
373
|
+
self.ball_speed = min(self.ball_speed + 0.08, self.max_speed)
|
|
374
|
+
self.current_rally += 1
|
|
375
|
+
self.p1_combo += 1
|
|
376
|
+
self.p2_combo = 0
|
|
377
|
+
self.spawn_particles(3, by, 4)
|
|
378
|
+
self.shake_frames = 2
|
|
379
|
+
|
|
380
|
+
if self.powerup_x >= 0:
|
|
381
|
+
bx_int = int(round(new_x))
|
|
382
|
+
if abs(bx_int - self.powerup_x) < 2 and abs(by - self.powerup_y) < 2:
|
|
383
|
+
self.collect_powerup(1)
|
|
384
|
+
elif new_x < 0:
|
|
385
|
+
self._score(2)
|
|
386
|
+
return
|
|
387
|
+
|
|
388
|
+
# Right paddle
|
|
389
|
+
if new_x >= self.width - 3 and self.ball_dx > 0:
|
|
390
|
+
p2_top = int(self.p2_y)
|
|
391
|
+
if p2_top <= by < p2_top + p2h:
|
|
392
|
+
new_x = float(self.width - 4)
|
|
393
|
+
self.ball_dx = -abs(self.ball_dx)
|
|
394
|
+
center = self.p2_y + p2h / 2.0
|
|
395
|
+
offset = (by - center) / (p2h / 2.0)
|
|
396
|
+
self.ball_dy = offset * 1.0
|
|
397
|
+
if abs(self.ball_dy) < 0.3:
|
|
398
|
+
self.ball_dy = 0.3 if self.ball_dy >= 0 else -0.3
|
|
399
|
+
if self.ball_dy > 0.9:
|
|
400
|
+
self.ball_dy = 0.9
|
|
401
|
+
elif self.ball_dy < -0.9:
|
|
402
|
+
self.ball_dy = -0.9
|
|
403
|
+
self.ball_speed = min(self.ball_speed + 0.08, self.max_speed)
|
|
404
|
+
self.current_rally += 1
|
|
405
|
+
self.p2_combo += 1
|
|
406
|
+
self.p1_combo = 0
|
|
407
|
+
self.spawn_particles(self.width - 4, by, 4)
|
|
408
|
+
self.shake_frames = 2
|
|
409
|
+
|
|
410
|
+
if self.powerup_x >= 0:
|
|
411
|
+
bx_int = int(round(new_x))
|
|
412
|
+
if abs(bx_int - self.powerup_x) < 2 and abs(by - self.powerup_y) < 2:
|
|
413
|
+
self.collect_powerup(2)
|
|
414
|
+
elif new_x >= self.width:
|
|
415
|
+
self._score(1)
|
|
416
|
+
return
|
|
417
|
+
|
|
418
|
+
# Powerup collection by ball passing through
|
|
419
|
+
if self.powerup_x >= 0:
|
|
420
|
+
bx_int = int(round(new_x))
|
|
421
|
+
by_int = int(round(new_y))
|
|
422
|
+
if abs(bx_int - self.powerup_x) <= 1 and abs(by_int - self.powerup_y) <= 1:
|
|
423
|
+
owner = 1 if self.ball_dx > 0 else 2
|
|
424
|
+
self.collect_powerup(owner)
|
|
425
|
+
|
|
426
|
+
self.ball_x = new_x
|
|
427
|
+
self.ball_y = new_y
|
|
428
|
+
|
|
429
|
+
def _score(self, player):
|
|
430
|
+
if player == 1:
|
|
431
|
+
self.p1_score += 1
|
|
432
|
+
self.spawn_score_particles(self.width - 2, self.height // 2)
|
|
433
|
+
self.shake_frames = 5
|
|
434
|
+
else:
|
|
435
|
+
self.p2_score += 1
|
|
436
|
+
self.spawn_score_particles(2, self.height // 2)
|
|
437
|
+
self.shake_frames = 5
|
|
438
|
+
|
|
439
|
+
self.longest_rally = max(self.longest_rally, self.current_rally)
|
|
440
|
+
self.rallies += 1
|
|
441
|
+
self.clear_powerup_effect()
|
|
442
|
+
|
|
443
|
+
if self.p1_score >= self.win_score:
|
|
444
|
+
self.game_over = True
|
|
445
|
+
self.winner = "PLAYER 1"
|
|
446
|
+
self.total_time = time.time() - self.start_time
|
|
447
|
+
self.state = "GAME_OVER"
|
|
448
|
+
self.spawn_score_particles(self.width // 2, self.height // 2)
|
|
449
|
+
elif self.p2_score >= self.win_score:
|
|
450
|
+
self.game_over = True
|
|
451
|
+
p2name = "CPU" if self.mode == "CPU" else "PLAYER 2"
|
|
452
|
+
self.winner = p2name
|
|
453
|
+
self.total_time = time.time() - self.start_time
|
|
454
|
+
self.state = "GAME_OVER"
|
|
455
|
+
self.spawn_score_particles(self.width // 2, self.height // 2)
|
|
456
|
+
else:
|
|
457
|
+
direction = -1 if player == 1 else 1
|
|
458
|
+
self.reset_ball(direction)
|
|
459
|
+
|
|
460
|
+
# ── Rendering ────────────────────────────────────────────
|
|
461
|
+
|
|
462
|
+
def build_game_frame(self):
|
|
463
|
+
lines = []
|
|
464
|
+
|
|
465
|
+
# Shake offset
|
|
466
|
+
sx = 0
|
|
467
|
+
if self.shake_frames > 0:
|
|
468
|
+
sx = random.choice([-1, 0, 1])
|
|
469
|
+
self.shake_frames -= 1
|
|
470
|
+
|
|
471
|
+
# Score bar with visual flair
|
|
472
|
+
p2name = "CPU" if self.mode == "CPU" else "P2"
|
|
473
|
+
speed_bar = "●" * min(int(self.ball_speed * 3), 8)
|
|
474
|
+
header = f" P1 [{self.p1_score}] {'◈' * self.p1_combo if self.p1_combo > 1 else ''}"
|
|
475
|
+
header2 = f"{'◈' * self.p2_combo if self.p2_combo > 1 else ''} [{self.p2_score}] {p2name}"
|
|
476
|
+
mid_info = f"Speed:{speed_bar}"
|
|
477
|
+
gap = self.width + 2 - len(header) - len(header2) - len(mid_info)
|
|
478
|
+
half = max(gap // 2, 1)
|
|
479
|
+
score_line = header + " " * half + mid_info + " " * half + header2
|
|
480
|
+
lines.append(score_line[:self.width + 2])
|
|
481
|
+
|
|
482
|
+
# Powerup status
|
|
483
|
+
if self.powerup_active:
|
|
484
|
+
pwr_line = f" ★ {self.powerup_active} active ({self.powerup_active_timer // 20 + 1}s) - P{self.powerup_active_owner}"
|
|
485
|
+
elif self.powerup_x >= 0:
|
|
486
|
+
pwr_line = f" ◆ Powerup: {self.powerup_type} available!"
|
|
487
|
+
else:
|
|
488
|
+
pwr_line = ""
|
|
489
|
+
lines.append(pwr_line.ljust(self.width + 2))
|
|
490
|
+
|
|
491
|
+
# Top border
|
|
492
|
+
lines.append("╔" + "═" * self.width + "╗")
|
|
493
|
+
|
|
494
|
+
# Build field
|
|
495
|
+
bx = int(round(self.ball_x))
|
|
496
|
+
by = int(round(self.ball_y))
|
|
497
|
+
# Clamp display position too
|
|
498
|
+
by = max(1, min(self.height - 2, by))
|
|
499
|
+
mid_x = self.width // 2
|
|
500
|
+
p1h = self.paddle_h
|
|
501
|
+
p2h = self.paddle_h_p2
|
|
502
|
+
|
|
503
|
+
# Pre-compute trail positions
|
|
504
|
+
trail_positions = set()
|
|
505
|
+
trail_chars = {}
|
|
506
|
+
trail_syms = ['·', '∙', '◦', '○']
|
|
507
|
+
for i, (tx, ty) in enumerate(self.ball_trail):
|
|
508
|
+
txi = int(round(tx))
|
|
509
|
+
tyi = int(round(ty))
|
|
510
|
+
tyi = max(1, min(self.height - 2, tyi))
|
|
511
|
+
trail_positions.add((txi, tyi))
|
|
512
|
+
idx = min(i, len(trail_syms) - 1)
|
|
513
|
+
trail_chars[(txi, tyi)] = trail_syms[idx]
|
|
514
|
+
|
|
515
|
+
# Pre-compute particle positions
|
|
516
|
+
particle_map = {}
|
|
517
|
+
for p in self.particles:
|
|
518
|
+
px = int(round(p['x']))
|
|
519
|
+
py = int(round(p['y']))
|
|
520
|
+
if 0 <= px < self.width and 0 <= py < self.height:
|
|
521
|
+
particle_map[(px, py)] = p['char']
|
|
522
|
+
|
|
523
|
+
for y in range(self.height):
|
|
524
|
+
row = ["║"]
|
|
525
|
+
for x in range(self.width):
|
|
526
|
+
drawn = False
|
|
527
|
+
|
|
528
|
+
# Particles (top priority visual)
|
|
529
|
+
if (x, y) in particle_map:
|
|
530
|
+
row.append(particle_map[(x, y)])
|
|
531
|
+
drawn = True
|
|
532
|
+
|
|
533
|
+
# Ball
|
|
534
|
+
if not drawn and x == bx and y == by and (self.countdown == 0 or (self.countdown > 0 and int(time.time() * 4) % 2 == 0)):
|
|
535
|
+
row.append("●")
|
|
536
|
+
drawn = True
|
|
537
|
+
|
|
538
|
+
# Trail
|
|
539
|
+
if not drawn and (x, y) in trail_positions and self.countdown == 0:
|
|
540
|
+
row.append(trail_chars.get((x, y), '·'))
|
|
541
|
+
drawn = True
|
|
542
|
+
|
|
543
|
+
# Powerup
|
|
544
|
+
if not drawn and x == self.powerup_x and y == self.powerup_y:
|
|
545
|
+
powerup_syms = {"BIG": "⊕", "FAST": "⊗", "SLOW": "⊘", "TINY": "⊖"}
|
|
546
|
+
sym = powerup_syms.get(self.powerup_type, "◆")
|
|
547
|
+
if int(time.time() * 3) % 2 == 0:
|
|
548
|
+
row.append(sym)
|
|
549
|
+
else:
|
|
550
|
+
row.append("◆")
|
|
551
|
+
drawn = True
|
|
552
|
+
|
|
553
|
+
# Left paddle
|
|
554
|
+
if not drawn and x == 1 and int(self.p1_y) <= y < int(self.p1_y) + p1h:
|
|
555
|
+
if y == int(self.p1_y) or y == int(self.p1_y) + p1h - 1:
|
|
556
|
+
row.append("▐")
|
|
557
|
+
else:
|
|
558
|
+
row.append("█")
|
|
559
|
+
drawn = True
|
|
560
|
+
|
|
561
|
+
# Right paddle
|
|
562
|
+
if not drawn and x == self.width - 2 and int(self.p2_y) <= y < int(self.p2_y) + p2h:
|
|
563
|
+
if y == int(self.p2_y) or y == int(self.p2_y) + p2h - 1:
|
|
564
|
+
row.append("▌")
|
|
565
|
+
else:
|
|
566
|
+
row.append("█")
|
|
567
|
+
drawn = True
|
|
568
|
+
|
|
569
|
+
# Center net
|
|
570
|
+
if not drawn and x == mid_x:
|
|
571
|
+
if y % 2 == 0:
|
|
572
|
+
row.append("│")
|
|
573
|
+
else:
|
|
574
|
+
row.append(" ")
|
|
575
|
+
drawn = True
|
|
576
|
+
|
|
577
|
+
if not drawn:
|
|
578
|
+
row.append(" ")
|
|
579
|
+
|
|
580
|
+
row.append("║")
|
|
581
|
+
line = "".join(row)
|
|
582
|
+
|
|
583
|
+
# Apply shake
|
|
584
|
+
if sx > 0:
|
|
585
|
+
line = " " + line[:-1]
|
|
586
|
+
elif sx < 0:
|
|
587
|
+
line = line[1:] + " "
|
|
588
|
+
|
|
589
|
+
lines.append(line)
|
|
590
|
+
|
|
591
|
+
# Bottom border
|
|
592
|
+
lines.append("╚" + "═" * self.width + "╝")
|
|
593
|
+
|
|
594
|
+
# Status line
|
|
595
|
+
if self.countdown > 0:
|
|
596
|
+
status = f" >>> Get ready... {self.countdown} <<<"
|
|
597
|
+
elif self.current_rally >= 5:
|
|
598
|
+
status = f" 🔥 RALLY: {self.current_rally} hits!"
|
|
599
|
+
else:
|
|
600
|
+
status = ""
|
|
601
|
+
|
|
602
|
+
controls = " W/S:P1"
|
|
603
|
+
if self.mode == "PVP":
|
|
604
|
+
controls += " I/K:P2"
|
|
605
|
+
controls += " P:Pause Q:Quit R:Restart"
|
|
606
|
+
lines.append(controls)
|
|
607
|
+
lines.append(status.ljust(self.width + 2))
|
|
608
|
+
|
|
609
|
+
# Pad
|
|
610
|
+
for _ in range(2):
|
|
611
|
+
lines.append(" " * (self.width + 2))
|
|
612
|
+
|
|
613
|
+
return "\n".join(lines)
|
|
614
|
+
|
|
615
|
+
def build_menu_frame(self):
|
|
616
|
+
items = ["Play vs Player (PVP)", "Play vs CPU", "Quit"]
|
|
617
|
+
lines = []
|
|
618
|
+
lines.append("")
|
|
619
|
+
lines.append(" ╔══════════════════════════════════════════════════════╗")
|
|
620
|
+
lines.append(" ║ ║")
|
|
621
|
+
lines.append(" ║ ____ ___ _ _ ____ _ ║")
|
|
622
|
+
lines.append(" ║ | _ \\ / _ \\ | \\ | | / ___| | | ║")
|
|
623
|
+
lines.append(" ║ | |_) || | | || \\| | | | _ | | ║")
|
|
624
|
+
lines.append(" ║ | __/ | |_| || |\\ | | |_| | |_| ║")
|
|
625
|
+
lines.append(" ║ |_| \\___/ |_| \\_| \\____| (_) ║")
|
|
626
|
+
lines.append(" ║ ║")
|
|
627
|
+
lines.append(" ║ ═══ CONSOLE EDITION ═══ ║")
|
|
628
|
+
lines.append(" ║ ║")
|
|
629
|
+
|
|
630
|
+
for i, item in enumerate(items):
|
|
631
|
+
if i == self.menu_selection:
|
|
632
|
+
lines.append(f" ║ ► {item:<40} ║")
|
|
633
|
+
else:
|
|
634
|
+
lines.append(f" ║ {item:<40} ║")
|
|
635
|
+
|
|
636
|
+
lines.append(" ║ ║")
|
|
637
|
+
lines.append(" ║ Controls: ║")
|
|
638
|
+
lines.append(" ║ W/S or I/K - Move paddle ║")
|
|
639
|
+
lines.append(" ║ P - Pause Q - Quit R - Restart ║")
|
|
640
|
+
lines.append(" ║ ↑/↓ or W/S - Navigate menu ║")
|
|
641
|
+
lines.append(" ║ SPACE/ENTER - Select ║")
|
|
642
|
+
lines.append(" ║ ║")
|
|
643
|
+
lines.append(" ║ Features: ║")
|
|
644
|
+
lines.append(" ║ ★ Powerups ● Ball trails ◈ Combos ║")
|
|
645
|
+
lines.append(" ║ ✦ Particles ⊕ Screen shake ║")
|
|
646
|
+
lines.append(" ║ ║")
|
|
647
|
+
lines.append(" ╚══════════════════════════════════════════════════════╝")
|
|
648
|
+
lines.append("")
|
|
649
|
+
|
|
650
|
+
for _ in range(5):
|
|
651
|
+
lines.append(" " * 60)
|
|
652
|
+
|
|
653
|
+
return "\n".join(lines)
|
|
654
|
+
|
|
655
|
+
def build_difficulty_frame(self):
|
|
656
|
+
diffs = ["Easy - CPU is sleepy", "Medium - A fair match", "Hard - CPU is relentless"]
|
|
657
|
+
lines = []
|
|
658
|
+
lines.append("")
|
|
659
|
+
lines.append(" ╔══════════════════════════════════════════════════════╗")
|
|
660
|
+
lines.append(" ║ ║")
|
|
661
|
+
lines.append(" ║ SELECT CPU DIFFICULTY ║")
|
|
662
|
+
lines.append(" ║ ║")
|
|
663
|
+
|
|
664
|
+
for i, d in enumerate(diffs):
|
|
665
|
+
if i == self.difficulty_selection:
|
|
666
|
+
lines.append(f" ║ ► {d:<42}║")
|
|
667
|
+
else:
|
|
668
|
+
lines.append(f" ║ {d:<42}║")
|
|
669
|
+
|
|
670
|
+
lines.append(" ║ ║")
|
|
671
|
+
lines.append(" ║ W/S to select, SPACE/ENTER to confirm ║")
|
|
672
|
+
lines.append(" ║ ║")
|
|
673
|
+
lines.append(" ╚══════════════════════════════════════════════════════╝")
|
|
674
|
+
|
|
675
|
+
for _ in range(20):
|
|
676
|
+
lines.append(" " * 60)
|
|
677
|
+
|
|
678
|
+
return "\n".join(lines)
|
|
679
|
+
|
|
680
|
+
def build_game_over_frame(self):
|
|
681
|
+
elapsed = int(self.total_time)
|
|
682
|
+
mins = elapsed // 60
|
|
683
|
+
secs = elapsed % 60
|
|
684
|
+
|
|
685
|
+
lines = []
|
|
686
|
+
lines.append("")
|
|
687
|
+
lines.append(" ╔══════════════════════════════════════════════════════╗")
|
|
688
|
+
lines.append(" ║ ║")
|
|
689
|
+
lines.append(" ║ ★ GAME OVER ★ ║")
|
|
690
|
+
lines.append(" ║ ║")
|
|
691
|
+
lines.append(f" ║ {self.winner:^42} ║")
|
|
692
|
+
lines.append(" ║ WINS! ║")
|
|
693
|
+
lines.append(" ║ ║")
|
|
694
|
+
p2label = 'CPU' if self.mode == 'CPU' else 'P2'
|
|
695
|
+
lines.append(f" ║ Final Score: P1 [{self.p1_score}] - [{self.p2_score}] {p2label} ║")
|
|
696
|
+
lines.append(" ║ ║")
|
|
697
|
+
lines.append(" ║ ── Stats ────────────────────────── ║")
|
|
698
|
+
lines.append(f" ║ Time: {mins}m {secs:02d}s ║")
|
|
699
|
+
lines.append(f" ║ Total Rallies: {self.rallies:<36}║")
|
|
700
|
+
lines.append(f" ║ Longest Rally: {self.longest_rally} hits{' ' * 30}║")
|
|
701
|
+
lines.append(" ║ ║")
|
|
702
|
+
lines.append(" ║ [R] Play Again [M] Menu [Q] Quit ║")
|
|
703
|
+
lines.append(" ║ ║")
|
|
704
|
+
lines.append(" ╚══════════════════════════════════════════════════════╝")
|
|
705
|
+
|
|
706
|
+
for _ in range(12):
|
|
707
|
+
lines.append(" " * 60)
|
|
708
|
+
|
|
709
|
+
return "\n".join(lines)
|
|
710
|
+
|
|
711
|
+
# ── Input Handlers ───────────────────────────────────────
|
|
712
|
+
|
|
713
|
+
def handle_menu_input(self, keys):
|
|
714
|
+
for key in keys:
|
|
715
|
+
if key == 'q':
|
|
716
|
+
self.running = False
|
|
717
|
+
elif key in ('w', 'i'):
|
|
718
|
+
self.menu_selection = (self.menu_selection - 1) % 3
|
|
719
|
+
elif key in ('s', 'k'):
|
|
720
|
+
self.menu_selection = (self.menu_selection + 1) % 3
|
|
721
|
+
elif key in (' ', '\r', '\n'):
|
|
722
|
+
if self.menu_selection == 0:
|
|
723
|
+
self.mode = "PVP"
|
|
724
|
+
self.state = "PLAYING"
|
|
725
|
+
self.init_game()
|
|
726
|
+
elif self.menu_selection == 1:
|
|
727
|
+
self.mode = "CPU"
|
|
728
|
+
self.state = "DIFFICULTY"
|
|
729
|
+
elif self.menu_selection == 2:
|
|
730
|
+
self.running = False
|
|
731
|
+
|
|
732
|
+
def handle_difficulty_input(self, keys):
|
|
733
|
+
for key in keys:
|
|
734
|
+
if key == 'q':
|
|
735
|
+
self.state = "MENU"
|
|
736
|
+
elif key in ('w', 'i'):
|
|
737
|
+
self.difficulty_selection = (self.difficulty_selection - 1) % 3
|
|
738
|
+
elif key in ('s', 'k'):
|
|
739
|
+
self.difficulty_selection = (self.difficulty_selection + 1) % 3
|
|
740
|
+
elif key in (' ', '\r', '\n'):
|
|
741
|
+
self.cpu_difficulty = self.difficulty_selection + 1
|
|
742
|
+
self.state = "PLAYING"
|
|
743
|
+
self.init_game()
|
|
744
|
+
|
|
745
|
+
def handle_game_input(self, keys):
|
|
746
|
+
for key in keys:
|
|
747
|
+
if key == 'q':
|
|
748
|
+
self.running = False
|
|
749
|
+
elif key == 'p':
|
|
750
|
+
self.paused = not self.paused
|
|
751
|
+
elif key == 'r':
|
|
752
|
+
self.init_game()
|
|
753
|
+
elif not self.paused and not self.game_over:
|
|
754
|
+
p1h = self.paddle_h
|
|
755
|
+
p2h = self.paddle_h_p2
|
|
756
|
+
if key == 'w':
|
|
757
|
+
self.p1_y = max(0, self.p1_y - 2)
|
|
758
|
+
elif key == 's':
|
|
759
|
+
self.p1_y = min(self.height - p1h, self.p1_y + 2)
|
|
760
|
+
if self.mode == "PVP":
|
|
761
|
+
if key == 'i':
|
|
762
|
+
self.p2_y = max(0, self.p2_y - 2)
|
|
763
|
+
elif key == 'k':
|
|
764
|
+
self.p2_y = min(self.height - p2h, self.p2_y + 2)
|
|
765
|
+
|
|
766
|
+
def handle_gameover_input(self, keys):
|
|
767
|
+
for key in keys:
|
|
768
|
+
if key == 'q':
|
|
769
|
+
self.running = False
|
|
770
|
+
elif key == 'r':
|
|
771
|
+
self.init_game()
|
|
772
|
+
self.state = "PLAYING"
|
|
773
|
+
elif key == 'm':
|
|
774
|
+
self.state = "MENU"
|
|
775
|
+
|
|
776
|
+
# ── Main Loop ────────────────────────────────────────────
|
|
777
|
+
|
|
778
|
+
def run(self):
|
|
779
|
+
try:
|
|
780
|
+
self.hide_cursor()
|
|
781
|
+
self.clear()
|
|
782
|
+
|
|
783
|
+
while self.running:
|
|
784
|
+
start = time.time()
|
|
785
|
+
keys = self.read_keys()
|
|
786
|
+
|
|
787
|
+
if self.state == "MENU":
|
|
788
|
+
self.handle_menu_input(keys)
|
|
789
|
+
frame = self.build_menu_frame()
|
|
790
|
+
|
|
791
|
+
elif self.state == "DIFFICULTY":
|
|
792
|
+
self.handle_difficulty_input(keys)
|
|
793
|
+
frame = self.build_difficulty_frame()
|
|
794
|
+
|
|
795
|
+
elif self.state == "PLAYING":
|
|
796
|
+
self.handle_game_input(keys)
|
|
797
|
+
|
|
798
|
+
if not self.paused and not self.game_over:
|
|
799
|
+
# Countdown
|
|
800
|
+
if self.countdown > 0:
|
|
801
|
+
if time.time() - self.countdown_timer >= 1.0:
|
|
802
|
+
self.countdown -= 1
|
|
803
|
+
self.countdown_timer = time.time()
|
|
804
|
+
|
|
805
|
+
self.update_ball()
|
|
806
|
+
self.update_cpu()
|
|
807
|
+
self.update_particles()
|
|
808
|
+
|
|
809
|
+
# Powerup spawning
|
|
810
|
+
if self.powerup_x >= 0:
|
|
811
|
+
self.powerup_timer -= 1
|
|
812
|
+
if self.powerup_timer <= 0:
|
|
813
|
+
self.powerup_x = -1
|
|
814
|
+
elif random.random() < 0.003 and self.countdown == 0:
|
|
815
|
+
self.spawn_powerup()
|
|
816
|
+
|
|
817
|
+
# Active powerup timer
|
|
818
|
+
if self.powerup_active_timer > 0:
|
|
819
|
+
self.powerup_active_timer -= 1
|
|
820
|
+
if self.powerup_active_timer <= 0:
|
|
821
|
+
self.clear_powerup_effect()
|
|
822
|
+
|
|
823
|
+
frame = self.build_game_frame()
|
|
824
|
+
|
|
825
|
+
if self.paused:
|
|
826
|
+
frame += "\n\n >>> PAUSED - Press P to resume <<<"
|
|
827
|
+
|
|
828
|
+
elif self.state == "GAME_OVER":
|
|
829
|
+
self.handle_gameover_input(keys)
|
|
830
|
+
self.update_particles()
|
|
831
|
+
frame = self.build_game_over_frame()
|
|
832
|
+
|
|
833
|
+
else:
|
|
834
|
+
frame = ""
|
|
835
|
+
|
|
836
|
+
self.move_home()
|
|
837
|
+
sys.stdout.write(frame)
|
|
838
|
+
sys.stdout.flush()
|
|
839
|
+
|
|
840
|
+
elapsed = time.time() - start
|
|
841
|
+
sleep = self.tick_rate - elapsed
|
|
842
|
+
if sleep > 0:
|
|
843
|
+
time.sleep(sleep)
|
|
844
|
+
|
|
845
|
+
except KeyboardInterrupt:
|
|
846
|
+
pass
|
|
847
|
+
finally:
|
|
848
|
+
self.cleanup()
|
|
849
|
+
self.clear()
|
|
850
|
+
print("\n Thanks for playing PONG! 🏓\n")
|
|
851
|
+
|
|
852
|
+
|
|
853
|
+
if __name__ == "__main__":
|
|
854
|
+
game = PongGame()
|
|
855
|
+
game.run()
|
|
@@ -0,0 +1,26 @@
|
|
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Metadata-Version: 2.4
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Name: console-pong
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Version: 1.0.0
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Summary: A fully featured Pong game right in your terminal
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License: MIT
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Project-URL: Homepage, https://github.com/CheezeDeveloper/console-pong
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Keywords: pong,game,terminal,console,cli
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Classifier: Development Status :: 5 - Production/Stable
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Classifier: Environment :: Console
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Classifier: Intended Audience :: End Users/Desktop
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Classifier: License :: OSI Approved :: MIT License
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Classifier: Operating System :: OS Independent
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Classifier: Programming Language :: Python :: 3
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Classifier: Topic :: Games/Entertainment :: Arcade
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Requires-Python: >=3.7
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Description-Content-Type: text/markdown
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License-File: LICENSE
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Dynamic: license-file
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Hi! This is CheezeDev.
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This is a very cool, playable Ping Pong game, which has trail effects, CPUs, etc!
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No need for dependencies.
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To insall, you can use pip install console-pong.
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LICENSE
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README.md
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pyproject.toml
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src/console_pong/__init__.py
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src/console_pong/__main__.py
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src/console_pong/game.py
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src/console_pong.egg-info/PKG-INFO
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src/console_pong.egg-info/SOURCES.txt
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src/console_pong.egg-info/dependency_links.txt
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src/console_pong.egg-info/entry_points.txt
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src/console_pong.egg-info/top_level.txt
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console_pong
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