import kivy kivy.require('1.1.1') from kivy.app import App from kivy.uix.widget import Widget from kivy.properties import ( NumericProperty, ReferenceListProperty, ObjectProperty, BooleanProperty ) from kivy.vector import Vector from kivy.clock import Clock class PongPaddle(Widget): score = NumericProperty(0) can_bounce = BooleanProperty(True) def bounce_ball(self, ball): if self.collide_widget(ball) and self.can_bounce: vx, vy = ball.velocity offset = (ball.center_y - self.center_y) / (self.height / 2) bounced = Vector(-1 * vx, vy) vel = bounced * 1.1 ball.velocity = vel.x, vel.y + offset self.can_bounce = False elif not self.collide_widget(ball) and not self.can_bounce: self.can_bounce = True class PongBall(Widget): velocity_x = NumericProperty(0) velocity_y = NumericProperty(0) velocity = ReferenceListProperty(velocity_x, velocity_y) def move(self): self.pos = Vector(*self.velocity) + self.pos class PongGame(Widget): ball = ObjectProperty(None) player1 = ObjectProperty(None) player2 = ObjectProperty(None) def serve_ball(self, vel=(4, 0)): self.ball.center = self.center self.ball.velocity = vel def update(self, dt): self.ball.move() # bounce ball off paddles self.player1.bounce_ball(self.ball) self.player2.bounce_ball(self.ball) # bounce ball off bottom or top if (self.ball.y < self.y) or (self.ball.top > self.top): self.ball.velocity_y *= -1 # went off a side to score point? if self.ball.x < self.x: self.player2.score += 1 self.serve_ball(vel=(4, 0)) if self.ball.right > self.width: self.player1.score += 1 self.serve_ball(vel=(-4, 0)) def on_touch_move(self, touch): if touch.x < self.width / 3: self.player1.center_y = touch.y if touch.x > self.width - self.width / 3: self.player2.center_y = touch.y class PongApp(App): def build(self): game = PongGame() game.serve_ball() Clock.schedule_interval(game.update, 1.0 / 60.0) return game if __name__ == '__main__': PongApp().run()