I've stumble upon a wonky body collision problem, meaning if the ball hits the bottom of the paddle, the ball resets to the middle and resets. I've tried what looks like an over-engineered system, and it should fix the body collision, but it kept the old body collision.
Here is an example of the old body collision:
import pygame, sys, random
def ball_animation():
global ball_speed_x, ball_speed_y, player_score, opponent_score, score_time
ball.x += ball_speed_x
ball.y += ball_speed_y
if ball.top <= 0 or ball.bottom >= screen_height:
pygame.mixer.Sound.play(pong_sound)
ball_speed_y *= -1
if ball.left <= 0:
pygame.mixer.Sound.play(score_sound)
score_time = pygame.time.get_ticks()
player_score += 1
if ball.right >= screen_width:
pygame.mixer.Sound.play(score_sound)
opponent_score += 1
score_time = pygame.time.get_ticks()
if ball.colliderect(player) or ball.colliderect(opponent):
ball_speed_x *= -1
def player_animation():
player.y += player_speed
if player.top <= 0:
player.top = 0
if player.bottom >= screen_height:
player.bottom = screen_height
def opponent_ai():
if opponent.top < ball.y:
opponent.top += opponent_speed
if opponent.bottom > ball.y:
opponent.bottom -= opponent_speed
if opponent.top <= 0:
opponent.top = 0
if opponent.bottom >= screen_height:
opponent.bottom = screen_height
def ball_start():
global ball_speed_x, ball_speed_y, ball_moving, score_time
current_time = pygame.time.get_ticks()
ball.center = (screen_width / 2, screen_height / 2)
if current_time - score_time < 700:
number_three = game_font.render("3", False, light_grey)
screen.blit(number_three, (screen_width / 2 - 10, screen_height / 2 + 20))
if 700 < current_time - score_time < 1400:
number_two = game_font.render("2", False, light_grey)
screen.blit(number_two, (screen_width / 2 - 10, screen_height / 2 + 20))
if 1400 < current_time - score_time < 2100:
number_one = game_font.render("1", False, light_grey)
screen.blit(number_one, (screen_width / 2 - 10, screen_height / 2 + 20))
if current_time - score_time < 2100:
ball_speed_x, ball_speed_y = 0, 0
else:
ball_speed_y = 7 * random.choice((1, -1))
ball_speed_x = 7 * random.choice((1, -1))
score_time = None
pygame.mixer.pre_init(44100, -16, 2, 512)
pygame.init()
clock = pygame.time.Clock()
screen_width = 1065
screen_height = 790
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Pong Game')
ball = pygame.Rect(screen_width/2 - 15, screen_height/2 - 15, 30, 30)
player = pygame.Rect(screen_width - 20, screen_height/2 - 70, 10, 140)
opponent = pygame.Rect(10, screen_height/2 - 70, 10, 140)
bg_color = pygame.Color('grey12')
light_grey = (200, 200, 200)
ball_speed_x = 7 * random.choice((1, -1))
ball_speed_y = 7 * random.choice((1, -1))
player_speed = 0
opponent_speed = 7
score_time = True
ball_moving = False
player_score = 0
opponent_score = 0
game_font = pygame.font.Font("freesansbold.ttf", 32)
pong_sound = pygame.mixer.Sound("pong.ogg")
score_sound = pygame.mixer.Sound("score.ogg")
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
player_speed += 7
if event.key == pygame.K_UP:
player_speed -= 7
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN:
player_speed -= 7
if event.key == pygame.K_UP:
player_speed += 7
ball_animation()
player_animation()
opponent_ai()
screen.fill(bg_color)
pygame.draw.rect(screen, light_grey, player)
pygame.draw.rect(screen, light_grey, opponent)
pygame.draw.ellipse(screen, light_grey, ball)
pygame.draw.aaline(screen, light_grey, (screen_width/2, 0), (screen_width/2, screen_height))
if score_time:
ball_start()
player_text = game_font.render(f"{player_score}", False, light_grey)
screen.blit(player_text, (550, 450))
opponent_text = game_font.render(f"{opponent_score}", False, light_grey)
screen.blit(opponent_text, (500, 450))
pygame.display.flip()
clock.tick(60)
And here is an example of the new body collision:
import pygame, sys, random
def ball_animation():
global ball_speed_x, ball_speed_y, player_score, opponent_score, score_time
ball.x += ball_speed_x
ball.y += ball_speed_y
if ball.top <= 0 or ball.bottom >= screen_height:
pygame.mixer.Sound.play(pong_sound)
ball_speed_y *= -1
if ball.left <= 0:
pygame.mixer.Sound.play(score_sound)
score_time = pygame.time.get_ticks()
player_score += 1
if ball.right >= screen_width:
pygame.mixer.Sound.play(score_sound)
opponent_score += 1
score_time = pygame.time.get_ticks()
if ball.colliderect(player) and ball_speed_x > 0:
pygame.mixer.Sound.play(pong_sound)
if abs(ball.right - player.left) < 10:
ball_speed_x *= -1
elif abs(ball.bottom - player.top) < 10 and ball_speed_y > 0:
ball_speed_y *= -1
elif abs(ball.top - player.bottom) < 10 and ball_speed_y < 0:
ball_speed_y *= -1
if ball.colliderect(opponent) and ball_speed_x < 0:
pygame.mixer.Sound.play(pong_sound)
if abs(ball.left - opponent.right) < 10:
ball_speed_x *= -1
elif abs(ball.bottom - opponent.top) < 10 and ball_speed_y > 0:
ball_speed_y *= -1
elif abs(ball.top - opponent.bottom) < 10 and ball_speed_y < 0:
ball_speed_y *= -1
def player_animation():
player.y += player_speed
if player.top <= 0:
player.top = 0
if player.bottom >= screen_height:
player.bottom = screen_height
def opponent_ai():
if opponent.top < ball.y:
opponent.top += opponent_speed
if opponent.bottom > ball.y:
opponent.bottom -= opponent_speed
if opponent.top <= 0:
opponent.top = 0
if opponent.bottom >= screen_height:
opponent.bottom = screen_height
def ball_start():
global ball_speed_x, ball_speed_y, ball_moving, score_time
current_time = pygame.time.get_ticks()
ball.center = (screen_width / 2, screen_height / 2)
if current_time - score_time < 700:
number_three = game_font.render("3", False, light_grey)
screen.blit(number_three, (screen_width / 2 - 10, screen_height / 2 + 20))
if 700 < current_time - score_time < 1400:
number_two = game_font.render("2", False, light_grey)
screen.blit(number_two, (screen_width / 2 - 10, screen_height / 2 + 20))
if 1400 < current_time - score_time < 2100:
number_one = game_font.render("1", False, light_grey)
screen.blit(number_one, (screen_width / 2 - 10, screen_height / 2 + 20))
if current_time - score_time < 2100:
ball_speed_x, ball_speed_y = 0, 0
else:
ball_speed_y = 7 * random.choice((1, -1))
ball_speed_x = 7 * random.choice((1, -1))
score_time = None
pygame.mixer.pre_init(44100, -16, 2, 512)
pygame.init()
clock = pygame.time.Clock()
screen_width = 1065
screen_height = 790
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Pong Game')
ball = pygame.Rect(screen_width/2 - 15, screen_height/2 - 15, 30, 30)
player = pygame.Rect(screen_width - 20, screen_height/2 - 70, 10, 140)
opponent = pygame.Rect(10, screen_height/2 - 70, 10, 140)
bg_color = pygame.Color('grey12')
light_grey = (200, 200, 200)
ball_speed_x = 7 * random.choice((1, -1))
ball_speed_y = 7 * random.choice((1, -1))
player_speed = 0
opponent_speed = 7
score_time = True
ball_moving = False
player_score = 0
opponent_score = 0
game_font = pygame.font.Font("freesansbold.ttf", 32)
pong_sound = pygame.mixer.Sound("pong.ogg")
score_sound = pygame.mixer.Sound("score.ogg")
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
player_speed += 7
if event.key == pygame.K_UP:
player_speed -= 7
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN:
player_speed -= 7
if event.key == pygame.K_UP:
player_speed += 7
ball_animation()
player_animation()
opponent_ai()
screen.fill(bg_color)
pygame.draw.rect(screen, light_grey, player)
pygame.draw.rect(screen, light_grey, opponent)
pygame.draw.ellipse(screen, light_grey, ball)
pygame.draw.aaline(screen, light_grey, (screen_width/2, 0), (screen_width/2, screen_height))
if score_time:
ball_start()
player_text = game_font.render(f"{player_score}", False, light_grey)
screen.blit(player_text, (550, 450))
opponent_text = game_font.render(f"{opponent_score}", False, light_grey)
screen.blit(opponent_text, (500, 450))
pygame.display.flip()
clock.tick(60)
After testing both collisions, they seem to work out the same. The question is, how do I improve the body collision?