The document outlines the development of a Pong game titled 'Pong Challenge' using Python and the Pygame library. It details the game's purpose, target audience, and licensing under the MIT License, as well as comparisons with similar games. Additionally, it includes design elements, a flowchart, pseudocode, and the actual game code for implementation.
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Pong Game
The document outlines the development of a Pong game titled 'Pong Challenge' using Python and the Pygame library. It details the game's purpose, target audience, and licensing under the MIT License, as well as comparisons with similar games. Additionally, it includes design elements, a flowchart, pseudocode, and the actual game code for implementation.
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Pong Game Development – Pushp Gupta
1. State the Problem (16 marks)
1.1 Initial Concepts Idea: The game developed is Pong, a classic arcade game that involves two players controlling paddles to prevent the ball from passing. The game is simple, fast-paced, and offers engaging competition for two players. Name: "Pong Challenge" Purpose: The game aims to recreate the traditional Pong experience in a modern Python-based environment. The purpose is to entertain users with a nostalgic game that is easy to play but can be quite challenging as players progress. Type of App: The app is a game designed for entertainment and fun. It can be classified as a sports game as it mimics the concept of a competitive sport (Ping Pong). Target Audience: The game is targeted towards casual gamers and retro gaming enthusiasts. It is suitable for people of all ages who enjoy simple, competitive games. The target age range could vary from 10 years to adults who enjoy quick gaming sessions. Needs of the User: The user needs a game that provides fun, competitive gameplay. They should be able to easily understand the rules and play without excessive setup. The game should be accessible on all platforms where Python and Pygame are supported, including PC, Mac, and Linux. Licensing: The game can be released under an open-source license, such as the MIT License, which allows users to freely use, modify, and distribute the game. This is ideal because it promotes community development and sharing of the game. 1.2 Analysis of Similar Apps Sample 1: Pong by Atari: This is the original Pong game, which started the arcade revolution. It involves two paddles, and the objective is to prevent the ball from passing your paddle. It's a simple, two-player game with no additional features. Similarities: The game is essentially the same; the concept, paddle movement, and ball bounce dynamics are similar. Differences: Modern Pong games may include power-ups or different game modes, which this implementation does not have. Sample 2: 2D Pong Game (HTML5/JavaScript): Various online versions of Pong are available using HTML5 and JavaScript. These versions typically have minimal controls and may allow customization of paddle size and ball speed. Similarities: The core game dynamics are identical. Differences: Online versions often include competitive elements like leaderboards or multiplayer over the internet, which our version doesn’t support. Sample 3: Pong Quest (by Atari): A more modern take on the classic Pong game that includes adventure and RPG elements, where players can unlock new paddles and challenge various opponents. Similarities: Basic Pong mechanics and gameplay. Differences: Our Pong game is much simpler and lacks any added features like a storyline, upgrades, or RPG elements. 1.3 Resources Programming Language: Python with Pygame library. Python is an excellent choice for rapid game development due to its simplicity, readability, and strong community support. Pygame provides the necessary modules for handling game development, including graphics, input events, and sound. Equipment: A computer with Python and Pygame installed. Any modern PC or Mac would suffice. Skills and Expertise: Basic knowledge of Python programming, game mechanics, object-oriented programming, and Pygame. Testing Tools: Manual testing and user feedback to ensure the game works on multiple platforms (Windows, Mac, Linux). You can use Pygame's built-in tools for debugging. 1.4 Licensing Requirements Main Types of Software Licenses: Proprietary License: The software is owned by the developer and users must pay to access it, with restrictions on copying, modifying, or redistributing the software. Open Source License: The software is made available for free, and users can modify and distribute the code. Examples include the MIT License, GPL (General Public License), and Apache License. Shareware License: Users can access a limited version of the software for free but must pay for the full version or additional features. License Selection: For this Pong game, the MIT License is a suitable choice. It is a permissive open-source license that allows users to freely modify, distribute, and use the software for both personal and commercial purposes. This ensures the game can be freely shared and built upon by the community, which aligns with the project's goal of promoting simplicity and accessibility. 2. Plan and Design (20 marks) 2.1 Screen Layouts, Sketches, Colour Scheme, Graphics, User Interface Screen Layout: The game screen is divided into three sections: The top contains the score. The middle is the game area where the paddles and ball move. The bottom area shows the border where the paddles cannot go beyond. Colour Scheme: Background: Black ((0, 0, 0)). Paddles: White ((255, 255, 255)). Ball: White ((255, 255, 255)). Score Text: White ((255, 255, 255)). Graphics: Simple, pixel-based graphics with rectangular paddles and a circular ball. User Interface: The game will display the current score at the top of the screen. Players can use the keyboard (W, S for left paddle, Up/Down for right paddle). The game area will show a divider line in the middle. 2.2 Algorithm, Flowchart, and Pseudocode Flowchart: Start → Initialize Game → Draw Elements (paddles, ball, score) → Player Input (paddle movement) → Ball Movement → Check Collisions (with walls and paddles) → Update Score (if ball passes a paddle) → Repeat until quit. Pseudocode: Copy code Start Game: Initialize paddles, ball, and scores While game is running: Get player inputs Move paddles based on inputs Move ball in direction Check for wall collision (reverse vertical direction) Check for paddle collision (reverse horizontal direction) If ball goes out of bounds, update score Draw paddles, ball, and score End Game 3. Develop Below is the code: import pygame import sys # Initialize Pygame pygame.init() # Set up the screen WIDTH, HEIGHT = 800, 600 screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Pong Game") # Colors WHITE = (255, 255, 255) BLACK = (0, 0, 0) # Paddle settings PADDLE_WIDTH = 15 PADDLE_HEIGHT = 100 PADDLE_SPEED = 10 # Ball settings BALL_SIZE = 20 BALL_SPEED_X = 5 BALL_SPEED_Y = 5 # Initialize paddles and ball paddle_left = pygame.Rect(30, HEIGHT // 2 - PADDLE_HEIGHT // 2, PADDLE_WIDTH, PADDLE_HEIGHT) paddle_right = pygame.Rect(WIDTH - 30 - PADDLE_WIDTH, HEIGHT // 2 - PADDLE_HEIGHT // 2, PADDLE_WIDTH, PADDLE_HEIGHT) ball = pygame.Rect(WIDTH // 2 - BALL_SIZE // 2, HEIGHT // 2 - BALL_SIZE // 2, BALL_SIZE, BALL_SIZE) # Game variables left_score = 0 right_score = 0 # Font for score font = pygame.font.Font(None, 36) # Function to reset ball to center def reset_ball(): global BALL_SPEED_X, BALL_SPEED_Y ball.center = (WIDTH // 2, HEIGHT // 2) BALL_SPEED_X *= -1 # Change ball direction BALL_SPEED_Y *= (-1 if BALL_SPEED_Y > 0 else 1) # Keep the vertical speed direction same # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() # Get the keys being pressed keys = pygame.key.get_pressed() # Paddle movement for left paddle (W and S) if keys[pygame.K_w] and paddle_left.top > 0: paddle_left.y -= PADDLE_SPEED if keys[pygame.K_s] and paddle_left.bottom < HEIGHT: paddle_left.y += PADDLE_SPEED # Paddle movement for right paddle (Up and Down arrows) if keys[pygame.K_UP] and paddle_right.top > 0: paddle_right.y -= PADDLE_SPEED if keys[pygame.K_DOWN] and paddle_right.bottom < HEIGHT: paddle_right.y += PADDLE_SPEED # Move the ball ball.x += BALL_SPEED_X ball.y += BALL_SPEED_Y # Ball collision with top and bottom walls if ball.top <= 0 or ball.bottom >= HEIGHT: BALL_SPEED_Y *= -1 # Ball collision with paddles if ball.colliderect(paddle_left) or ball.colliderect(paddle_right): BALL_SPEED_X *= -1 # Ball out of bounds, score point if ball.left <= 0: right_score += 1 reset_ball() if ball.right >= WIDTH: left_score += 1 reset_ball() # Drawing everything screen.fill(BLACK) # Draw paddles pygame.draw.rect(screen, WHITE, paddle_left) pygame.draw.rect(screen, WHITE, paddle_right) # Draw ball pygame.draw.ellipse(screen, WHITE, ball) # Draw the center line pygame.draw.line(screen, WHITE, (WIDTH // 2, 0), (WIDTH // 2, HEIGHT), 5) # Draw the scores score_text = font.render(f"{left_score} - {right_score}", True, WHITE) screen.blit(score_text, (WIDTH // 2 - score_text.get_width() // 2, 10)) pygame.display.flip() pygame.time.Clock().tick(60) 5. Test Trace table is below: