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<section id="juntando-todo">
<section id="hacerjuegos-6">
<span id="id1"></span><h2>1. Juntando todo<a class="headerlink" href="#hacerjuegos-6" title="Link to this heading">¶</a></h2>
<p>Hasta ahora has aprendido todo lo básico necesario para construir un juego simple. Estás en condiciones de entender cómo crear
objetos de Pygame, cómo Pygame muestra objetos, cómo maneja eventos y cómo pódes usar física para introducir algo de
movimiento en tu juego. Ahora simplemente te mostraré cómo podés tomar todas esas partes de código y juntarlas en un
juego funcional. Lo que necesitamos primero es permitir que la pelota golpee los lados de la pantalla, y que la paleta pueda
golpear la pelota, de lo contrario no habrá mucho juego involucrado. Hacemos esto utilizando los métodos de colisión de
Pygame: <code class="xref py py-meth docutils literal notranslate"><span class="pre">collision</span></code>.</p>
<section id="deja-que-la-pelota-golpee-los-lados">
<span id="hacerjuegos-6-1"></span><h3>6.1. Dejá que la pelota golpee los lados<a class="headerlink" href="#deja-que-la-pelota-golpee-los-lados" title="Link to this heading">¶</a></h3>
<p>El principio básico para hacer que rebote en los lados es fácil de comprender. Se obtienen las coordenadas de las cuatro esquinas
de la pelota y se comprueba si corresponden con la coordenada x o y del borde de la pantalla. Por lo tanto, si la esquina superior
derecha e izquierda tienen una coordenada 'y' de cero, sabés que la pelota está actualmente en el borde superior de la
pantalla. Se hace todo esto en la función <code class="docutils literal notranslate"><span class="pre">update</span></code>, despue´s de haber calculado la nueva posición de la pelota.</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">if</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">area</span><span class="o">.</span><span class="n">contains</span><span class="p">(</span><span class="n">newpos</span><span class="p">):</span>
      <span class="n">tl</span> <span class="o">=</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">area</span><span class="o">.</span><span class="n">collidepoint</span><span class="p">(</span><span class="n">newpos</span><span class="o">.</span><span class="n">topleft</span><span class="p">)</span>
      <span class="n">tr</span> <span class="o">=</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">area</span><span class="o">.</span><span class="n">collidepoint</span><span class="p">(</span><span class="n">newpos</span><span class="o">.</span><span class="n">topright</span><span class="p">)</span>
      <span class="n">bl</span> <span class="o">=</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">area</span><span class="o">.</span><span class="n">collidepoint</span><span class="p">(</span><span class="n">newpos</span><span class="o">.</span><span class="n">bottomleft</span><span class="p">)</span>
      <span class="n">br</span> <span class="o">=</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">area</span><span class="o">.</span><span class="n">collidepoint</span><span class="p">(</span><span class="n">newpos</span><span class="o">.</span><span class="n">bottomright</span><span class="p">)</span>
      <span class="k">if</span> <span class="n">tr</span> <span class="ow">and</span> <span class="n">tl</span> <span class="ow">or</span> <span class="p">(</span><span class="n">br</span> <span class="ow">and</span> <span class="n">bl</span><span class="p">):</span>
              <span class="n">angle</span> <span class="o">=</span> <span class="o">-</span><span class="n">angle</span>
      <span class="k">if</span> <span class="n">tl</span> <span class="ow">and</span> <span class="n">bl</span><span class="p">:</span>
              <span class="bp">self</span><span class="o">.</span><span class="n">offcourt</span><span class="p">(</span><span class="n">player</span><span class="o">=</span><span class="mi">2</span><span class="p">)</span>
      <span class="k">if</span> <span class="n">tr</span> <span class="ow">and</span> <span class="n">br</span><span class="p">:</span>
              <span class="bp">self</span><span class="o">.</span><span class="n">offcourt</span><span class="p">(</span><span class="n">player</span><span class="o">=</span><span class="mi">1</span><span class="p">)</span>

<span class="bp">self</span><span class="o">.</span><span class="n">vector</span> <span class="o">=</span> <span class="p">(</span><span class="n">angle</span><span class="p">,</span><span class="n">z</span><span class="p">)</span>
</pre></div>
</div>
<p>Aquí comprobamos si el <code class="docutils literal notranslate"><span class="pre">area</span></code> contiene la nueva posición de la bola (lo que siempre debería ser así, por lo que no
necesitamos una cláusula <code class="docutils literal notranslate"><span class="pre">else</span></code>, aunque en otras circunstancias podríamos considerarla). Luego verificamos si las
coordenadas de las cuatro esquinas están <em>colisionando</em> con los bordes del área, y creamos objetos para cada resultado.
Si lo están, los objetos tendrán un valor de 1 o <code class="docutils literal notranslate"><span class="pre">True</span></code>. Si no, el valor será <code class="docutils literal notranslate"><span class="pre">None</span></code> o <code class="docutils literal notranslate"><span class="pre">False</span></code>. Luego verificamos
si ha chocado con la parte superior o inferior, y si lo ha hecho, cambiamos la dirección de la pelota. Afortunadamente,
usando radianes podemos hacer esto simplemente invirtiendo su valor positivo/negativo. También comprobamos si la bola
se ha salido de los lados, y si lo ha hecho, llamamos a la función <code class="docutils literal notranslate"><span class="pre">offcourt</span></code>. En mi juego, esto reinicia la bola,
agrega 1 punto al puntaje del jugador especificado al llamar la función y muestra el nuevo puntaje.</p>
<p>Finalmente, recompilamos el vector en función del nuevo ángulo. Y eso es todo. La pelota ahora rebotará felizmente en
las paredes y saldrá de la cancha con gracia.</p>
</section>
<section id="let-the-ball-hit-bats">
<span id="hacerjuegos-6-2"></span><h3>6.2. Let the ball hit bats<a class="headerlink" href="#let-the-ball-hit-bats" title="Link to this heading">¶</a></h3>
<p>Hacer que la pelota golpee los bates es muy similar a hacer que golpee los lados de la pantalla. Todavía usamos el método de colisión.
Todavía usamos el método de colisión, pero esta vez comprobamos si los rectángulos de la pelota y cualquiera de los bates colisionan.
En este código también he agregado código adicional para evitar errores. Descubrirás que tendrás que poner todo tipo de código adicional
para evitar errores y problemas, así que es bueno acostumbrarse a verlo.</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">else</span><span class="p">:</span>
    <span class="c1"># Desinflar los rectángulos para que no quede la pelota detrás del bate</span>
    <span class="n">player1</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">inflate</span><span class="p">(</span><span class="o">-</span><span class="mi">3</span><span class="p">,</span> <span class="o">-</span><span class="mi">3</span><span class="p">)</span>
    <span class="n">player2</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">inflate</span><span class="p">(</span><span class="o">-</span><span class="mi">3</span><span class="p">,</span> <span class="o">-</span><span class="mi">3</span><span class="p">)</span>

    <span class="c1"># ¿Colisionan la pelota y el bate?</span>
    <span class="c1"># Nota: He establecido una regla extraña que establece self.hit en 1 cuando colisionan, y lo desactiva en la siguiente</span>
    <span class="c1"># iteración. Esto es para evitar un comportamiento extraño de la pelota donde encuentra una colisión *dentro* del</span>
    <span class="c1"># bate, la pelota se invierte, y aún está dentro del bate, por lo que rebota dentro de él.</span>
    <span class="c1"># De esta manera, la pelota siempre puede escapar y rebotar limpiamente.</span>
    <span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">colliderect</span><span class="p">(</span><span class="n">player1</span><span class="o">.</span><span class="n">rect</span><span class="p">)</span> <span class="o">==</span> <span class="mi">1</span> <span class="ow">and</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">hit</span><span class="p">:</span>
        <span class="n">angle</span> <span class="o">=</span> <span class="n">math</span><span class="o">.</span><span class="n">pi</span> <span class="o">-</span> <span class="n">angle</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">hit</span> <span class="o">=</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">hit</span>
    <span class="k">elif</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">colliderect</span><span class="p">(</span><span class="n">player2</span><span class="o">.</span><span class="n">rect</span><span class="p">)</span> <span class="o">==</span> <span class="mi">1</span> <span class="ow">and</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">hit</span><span class="p">:</span>
        <span class="n">angle</span> <span class="o">=</span> <span class="n">math</span><span class="o">.</span><span class="n">pi</span> <span class="o">-</span> <span class="n">angle</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">hit</span> <span class="o">=</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">hit</span>
    <span class="k">elif</span> <span class="bp">self</span><span class="o">.</span><span class="n">hit</span><span class="p">:</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">hit</span> <span class="o">=</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">hit</span>
<span class="bp">self</span><span class="o">.</span><span class="n">vector</span> <span class="o">=</span> <span class="p">(</span><span class="n">angle</span><span class="p">,</span><span class="n">z</span><span class="p">)</span>
</pre></div>
</div>
<p>Comenzamos esta sección con una declaración <code class="docutils literal notranslate"><span class="pre">else</span></code>, porque esto continúa desde el fragmento de código anterior, para comprobar
si la pelota golpea los lados. Tiene sentido que si no golpea los lados, podría golpear el bate, por lo que continuamos con la
declaración condicional. El primer error a corregir es reducir el tamaño de los rectángulos de los jugadores en 3 píxeles en ambas
dimensiones, para evitar que el bate atrape una pelota que pasa detrás de ellos (si imaginás que simplemente mueve el bate para que
la pelota viaje detrás de él, los rectángulos se superponen, y normalmente la pelota habría sido &quot;golepada&quot; - esto lo evita)</p>
<p>A continuación, comprobamos si los rectángulos colisionan, con una corrección adicional de errores. Observá que he comentado sobre
estas partes extrañas del código: siempre es bueno explicar las partes del código que son anormales, tanto para otros que miran tu
código, como para que lo entiendas cuando regreses a él. Sin la corrección, la pelota podría golpear una esquina del bate, cambiar
la dirección, y un cuadro después, aún encontrarse dentro del bate. Luego, volvería a pensar que ha sido golpeada, y cambiaría su
dirección. Esto puede suceder varias veces, haciendo que el movimiento de la pelota sea completamente irreal. Por lo tanto, tenemos
una variable, <code class="docutils literal notranslate"><span class="pre">self.hit</span></code>, que la establecemos en <code class="docutils literal notranslate"><span class="pre">True</span></code>  cuando ha sido golpeada y <code class="docutils literal notranslate"><span class="pre">False</span></code> un cuadro después. Cuando
comprobamos si los rectángulos han colisionado, también verificamos si <code class="docutils literal notranslate"><span class="pre">self.hit</span></code> es <code class="docutils literal notranslate"><span class="pre">True</span></code>/<code class="docutils literal notranslate"><span class="pre">False</span></code>, para evitar rebotes
internos.</p>
<p>El código importante aquí es bastante fácil de entender. Todos los rectángulos tienen una función
<code class="xref py py-meth docutils literal notranslate"><span class="pre">colliderect</span></code>, en la que alimentas el rectángulo de otro objeto y devuelve <code class="docutils literal notranslate"><span class="pre">True</span></code> si los
rectángulos se superpone, y <code class="docutils literal notranslate"><span class="pre">False</span></code> si no lo hacen. Si se superponen, podemos cambiar la dirección restando el ángulo actual
de <code class="docutils literal notranslate"><span class="pre">pi</span></code> (de nuevo, un truco útil que podés hacer con radianes, que ajustará el ángulo en 90 grados y lo enviará en la dirección
correcta; podrías encontrar en este punto que es necesario una comprensión detallada de radianes.) Solo para terminar la comprobación
de errores, cambiamos <code class="docutils literal notranslate"><span class="pre">self.hit</span></code> de vuelta a <code class="docutils literal notranslate"><span class="pre">False</span></code> si es el cuadro por le cual fueron golpeados.</p>
<p>También volvemos a compilar el vector. Por supuesto, querrás eliminar la misma línea en el fragmento de código anterior, para que
solo lo hagas una vez después de la declaración condicional <code class="docutils literal notranslate"><span class="pre">if-else</span></code>. ¡Y eso es todo! El código combinado ahora permitirá que la
pelota golpee los lados y los bates.</p>
</section>
<section id="el-producto-final">
<span id="hacerjuegos-6-3"></span><h3>6.3. El producto final<a class="headerlink" href="#el-producto-final" title="Link to this heading">¶</a></h3>
<p>El producto final, con todos los fragmentos de código unidos, así como algunos otros fragmentos de código pegados juntos,
se verá así:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="c1">#</span>
<span class="c1"># Tom&#39;s Pong</span>
<span class="c1"># A simple pong game with realistic physics and AI</span>
<span class="c1"># http://www.tomchance.uklinux.net/projects/pong.shtml</span>
<span class="c1">#</span>
<span class="c1"># Released under the GNU General Public License</span>

<span class="n">VERSION</span> <span class="o">=</span> <span class="s2">&quot;0.4&quot;</span>

<span class="k">try</span><span class="p">:</span>
    <span class="kn">import</span> <span class="nn">sys</span>
    <span class="kn">import</span> <span class="nn">random</span>
    <span class="kn">import</span> <span class="nn">math</span>
    <span class="kn">import</span> <span class="nn">os</span>
    <span class="kn">import</span> <span class="nn">getopt</span>
    <span class="kn">import</span> <span class="nn">pygame</span>
    <span class="kn">from</span> <span class="nn">socket</span> <span class="kn">import</span> <span class="o">*</span>
    <span class="kn">from</span> <span class="nn">pygame.locals</span> <span class="kn">import</span> <span class="o">*</span>
<span class="k">except</span> <span class="ne">ImportError</span><span class="p">,</span> <span class="n">err</span><span class="p">:</span>
    <span class="nb">print</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;couldn&#39;t load module. </span><span class="si">{</span><span class="n">err</span><span class="si">}</span><span class="s2">&quot;</span><span class="p">)</span>
    <span class="n">sys</span><span class="o">.</span><span class="n">exit</span><span class="p">(</span><span class="mi">2</span><span class="p">)</span>

<span class="k">def</span> <span class="nf">load_png</span><span class="p">(</span><span class="n">name</span><span class="p">):</span>
<span class="w">    </span><span class="sd">&quot;&quot;&quot; Load image and return image object&quot;&quot;&quot;</span>
    <span class="n">fullname</span> <span class="o">=</span> <span class="n">os</span><span class="o">.</span><span class="n">path</span><span class="o">.</span><span class="n">join</span><span class="p">(</span><span class="s2">&quot;data&quot;</span><span class="p">,</span> <span class="n">name</span><span class="p">)</span>
    <span class="k">try</span><span class="p">:</span>
        <span class="n">image</span> <span class="o">=</span> <span class="n">pygame</span><span class="o">.</span><span class="n">image</span><span class="o">.</span><span class="n">load</span><span class="p">(</span><span class="n">fullname</span><span class="p">)</span>
        <span class="k">if</span> <span class="n">image</span><span class="o">.</span><span class="n">get_alpha</span> <span class="ow">is</span> <span class="kc">None</span><span class="p">:</span>
            <span class="n">image</span> <span class="o">=</span> <span class="n">image</span><span class="o">.</span><span class="n">convert</span><span class="p">()</span>
        <span class="k">else</span><span class="p">:</span>
            <span class="n">image</span> <span class="o">=</span> <span class="n">image</span><span class="o">.</span><span class="n">convert_alpha</span><span class="p">()</span>
    <span class="k">except</span> <span class="ne">FileNotFoundError</span><span class="p">:</span>
        <span class="nb">print</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;Cannot load image: </span><span class="si">{</span><span class="n">fullname</span><span class="si">}</span><span class="s2">&quot;</span><span class="p">)</span>
        <span class="k">raise</span> <span class="ne">SystemExit</span>
    <span class="k">return</span> <span class="n">image</span><span class="p">,</span> <span class="n">image</span><span class="o">.</span><span class="n">get_rect</span><span class="p">()</span>

<span class="k">class</span> <span class="nc">Ball</span><span class="p">(</span><span class="n">pygame</span><span class="o">.</span><span class="n">sprite</span><span class="o">.</span><span class="n">Sprite</span><span class="p">):</span>
<span class="w">    </span><span class="sd">&quot;&quot;&quot;A ball that will move across the screen</span>
<span class="sd">    Returns: ball object</span>
<span class="sd">    Functions: update, calcnewpos</span>
<span class="sd">    Attributes: area, vector&quot;&quot;&quot;</span>

    <span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="p">(</span><span class="n">xy</span><span class="p">),</span> <span class="n">vector</span><span class="p">):</span>
        <span class="n">pygame</span><span class="o">.</span><span class="n">sprite</span><span class="o">.</span><span class="n">Sprite</span><span class="o">.</span><span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">)</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">image</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect</span> <span class="o">=</span> <span class="n">load_png</span><span class="p">(</span><span class="s2">&quot;ball.png&quot;</span><span class="p">)</span>
        <span class="n">screen</span> <span class="o">=</span> <span class="n">pygame</span><span class="o">.</span><span class="n">display</span><span class="o">.</span><span class="n">get_surface</span><span class="p">()</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">area</span> <span class="o">=</span> <span class="n">screen</span><span class="o">.</span><span class="n">get_rect</span><span class="p">()</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">vector</span> <span class="o">=</span> <span class="n">vector</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">hit</span> <span class="o">=</span> <span class="mi">0</span>

    <span class="k">def</span> <span class="nf">update</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
        <span class="n">newpos</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">calcnewpos</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="p">,</span><span class="bp">self</span><span class="o">.</span><span class="n">vector</span><span class="p">)</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">rect</span> <span class="o">=</span> <span class="n">newpos</span>
        <span class="p">(</span><span class="n">angle</span><span class="p">,</span><span class="n">z</span><span class="p">)</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">vector</span>

        <span class="k">if</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">area</span><span class="o">.</span><span class="n">contains</span><span class="p">(</span><span class="n">newpos</span><span class="p">):</span>
            <span class="n">tl</span> <span class="o">=</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">area</span><span class="o">.</span><span class="n">collidepoint</span><span class="p">(</span><span class="n">newpos</span><span class="o">.</span><span class="n">topleft</span><span class="p">)</span>
            <span class="n">tr</span> <span class="o">=</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">area</span><span class="o">.</span><span class="n">collidepoint</span><span class="p">(</span><span class="n">newpos</span><span class="o">.</span><span class="n">topright</span><span class="p">)</span>
            <span class="n">bl</span> <span class="o">=</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">area</span><span class="o">.</span><span class="n">collidepoint</span><span class="p">(</span><span class="n">newpos</span><span class="o">.</span><span class="n">bottomleft</span><span class="p">)</span>
            <span class="n">br</span> <span class="o">=</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">area</span><span class="o">.</span><span class="n">collidepoint</span><span class="p">(</span><span class="n">newpos</span><span class="o">.</span><span class="n">bottomright</span><span class="p">)</span>
            <span class="k">if</span> <span class="n">tr</span> <span class="ow">and</span> <span class="n">tl</span> <span class="ow">or</span> <span class="p">(</span><span class="n">br</span> <span class="ow">and</span> <span class="n">bl</span><span class="p">):</span>
                <span class="n">angle</span> <span class="o">=</span> <span class="o">-</span><span class="n">angle</span>
            <span class="k">if</span> <span class="n">tl</span> <span class="ow">and</span> <span class="n">bl</span><span class="p">:</span>
                <span class="c1">#self.offcourt()</span>
                <span class="n">angle</span> <span class="o">=</span> <span class="n">math</span><span class="o">.</span><span class="n">pi</span> <span class="o">-</span> <span class="n">angle</span>
            <span class="k">if</span> <span class="n">tr</span> <span class="ow">and</span> <span class="n">br</span><span class="p">:</span>
                <span class="n">angle</span> <span class="o">=</span> <span class="n">math</span><span class="o">.</span><span class="n">pi</span> <span class="o">-</span> <span class="n">angle</span>
                <span class="c1">#self.offcourt()</span>
        <span class="k">else</span><span class="p">:</span>
            <span class="c1"># Desinflar los rectángulos para que no quede la pelota detrás del bate</span>
            <span class="n">player1</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">inflate</span><span class="p">(</span><span class="o">-</span><span class="mi">3</span><span class="p">,</span> <span class="o">-</span><span class="mi">3</span><span class="p">)</span>
            <span class="n">player2</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">inflate</span><span class="p">(</span><span class="o">-</span><span class="mi">3</span><span class="p">,</span> <span class="o">-</span><span class="mi">3</span><span class="p">)</span>

            <span class="c1"># ¿Colisionan la pelota y el bate?</span>
            <span class="c1"># Nota: He establecido una regla extraña que establece self.hit en 1 cuando colisionan, y lo desactiva en la siguiente</span>
            <span class="c1"># iteración. Esto es para evitar un comportamiento extraño de la pelota donde encuentra una colisión *dentro* del</span>
            <span class="c1"># bate, la pelota se invierte, y aún está dentro del bate, por lo que rebota dentro de él.</span>
            <span class="c1"># De esta manera, la pelota siempre puede escapar y rebotar limpiamente.</span>
            <span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">colliderect</span><span class="p">(</span><span class="n">player1</span><span class="o">.</span><span class="n">rect</span><span class="p">)</span> <span class="o">==</span> <span class="mi">1</span> <span class="ow">and</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">hit</span><span class="p">:</span>
                <span class="n">angle</span> <span class="o">=</span> <span class="n">math</span><span class="o">.</span><span class="n">pi</span> <span class="o">-</span> <span class="n">angle</span>
                <span class="bp">self</span><span class="o">.</span><span class="n">hit</span> <span class="o">=</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">hit</span>
            <span class="k">elif</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">colliderect</span><span class="p">(</span><span class="n">player2</span><span class="o">.</span><span class="n">rect</span><span class="p">)</span> <span class="o">==</span> <span class="mi">1</span> <span class="ow">and</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">hit</span><span class="p">:</span>
                <span class="n">angle</span> <span class="o">=</span> <span class="n">math</span><span class="o">.</span><span class="n">pi</span> <span class="o">-</span> <span class="n">angle</span>
                <span class="bp">self</span><span class="o">.</span><span class="n">hit</span> <span class="o">=</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">hit</span>
            <span class="k">elif</span> <span class="bp">self</span><span class="o">.</span><span class="n">hit</span><span class="p">:</span>
                <span class="bp">self</span><span class="o">.</span><span class="n">hit</span> <span class="o">=</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">hit</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">vector</span> <span class="o">=</span> <span class="p">(</span><span class="n">angle</span><span class="p">,</span><span class="n">z</span><span class="p">)</span>

    <span class="k">def</span> <span class="nf">calcnewpos</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span><span class="n">rect</span><span class="p">,</span><span class="n">vector</span><span class="p">):</span>
        <span class="p">(</span><span class="n">angle</span><span class="p">,</span><span class="n">z</span><span class="p">)</span> <span class="o">=</span> <span class="n">vector</span>
        <span class="p">(</span><span class="n">dx</span><span class="p">,</span><span class="n">dy</span><span class="p">)</span> <span class="o">=</span> <span class="p">(</span><span class="n">z</span><span class="o">*</span><span class="n">math</span><span class="o">.</span><span class="n">cos</span><span class="p">(</span><span class="n">angle</span><span class="p">),</span><span class="n">z</span><span class="o">*</span><span class="n">math</span><span class="o">.</span><span class="n">sin</span><span class="p">(</span><span class="n">angle</span><span class="p">))</span>
        <span class="k">return</span> <span class="n">rect</span><span class="o">.</span><span class="n">move</span><span class="p">(</span><span class="n">dx</span><span class="p">,</span><span class="n">dy</span><span class="p">)</span>

<span class="k">class</span> <span class="nc">Bat</span><span class="p">(</span><span class="n">pygame</span><span class="o">.</span><span class="n">sprite</span><span class="o">.</span><span class="n">Sprite</span><span class="p">):</span>
<span class="w">    </span><span class="sd">&quot;&quot;&quot;Movable tennis &#39;bat&#39; with which one hits the ball</span>
<span class="sd">    Returns: bat object</span>
<span class="sd">    Functions: reinit, update, moveup, movedown</span>
<span class="sd">    Attributes: which, speed&quot;&quot;&quot;</span>

    <span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">side</span><span class="p">):</span>
        <span class="n">pygame</span><span class="o">.</span><span class="n">sprite</span><span class="o">.</span><span class="n">Sprite</span><span class="o">.</span><span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">)</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">image</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect</span> <span class="o">=</span> <span class="n">load_png</span><span class="p">(</span><span class="s2">&quot;bat.png&quot;</span><span class="p">)</span>
        <span class="n">screen</span> <span class="o">=</span> <span class="n">pygame</span><span class="o">.</span><span class="n">display</span><span class="o">.</span><span class="n">get_surface</span><span class="p">()</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">area</span> <span class="o">=</span> <span class="n">screen</span><span class="o">.</span><span class="n">get_rect</span><span class="p">()</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">side</span> <span class="o">=</span> <span class="n">side</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">speed</span> <span class="o">=</span> <span class="mi">10</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">state</span> <span class="o">=</span> <span class="s2">&quot;still&quot;</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">reinit</span><span class="p">()</span>

    <span class="k">def</span> <span class="nf">reinit</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">state</span> <span class="o">=</span> <span class="s2">&quot;still&quot;</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">movepos</span> <span class="o">=</span> <span class="p">[</span><span class="mi">0</span><span class="p">,</span><span class="mi">0</span><span class="p">]</span>
        <span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">side</span> <span class="o">==</span> <span class="s2">&quot;left&quot;</span><span class="p">:</span>
            <span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">midleft</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">area</span><span class="o">.</span><span class="n">midleft</span>
        <span class="k">elif</span> <span class="bp">self</span><span class="o">.</span><span class="n">side</span> <span class="o">==</span> <span class="s2">&quot;right&quot;</span><span class="p">:</span>
            <span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">midright</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">area</span><span class="o">.</span><span class="n">midright</span>

    <span class="k">def</span> <span class="nf">update</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
        <span class="n">newpos</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">move</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">movepos</span><span class="p">)</span>
        <span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">area</span><span class="o">.</span><span class="n">contains</span><span class="p">(</span><span class="n">newpos</span><span class="p">):</span>
            <span class="bp">self</span><span class="o">.</span><span class="n">rect</span> <span class="o">=</span> <span class="n">newpos</span>
        <span class="n">pygame</span><span class="o">.</span><span class="n">event</span><span class="o">.</span><span class="n">pump</span><span class="p">()</span>

    <span class="k">def</span> <span class="nf">moveup</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">movepos</span><span class="p">[</span><span class="mi">1</span><span class="p">]</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">movepos</span><span class="p">[</span><span class="mi">1</span><span class="p">]</span> <span class="o">-</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">speed</span><span class="p">)</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">state</span> <span class="o">=</span> <span class="s2">&quot;moveup&quot;</span>

    <span class="k">def</span> <span class="nf">movedown</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">movepos</span><span class="p">[</span><span class="mi">1</span><span class="p">]</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">movepos</span><span class="p">[</span><span class="mi">1</span><span class="p">]</span> <span class="o">+</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">speed</span><span class="p">)</span>
        <span class="bp">self</span><span class="o">.</span><span class="n">state</span> <span class="o">=</span> <span class="s2">&quot;movedown&quot;</span>


<span class="k">def</span> <span class="nf">main</span><span class="p">():</span>
    <span class="c1"># Initializar pantalla</span>
    <span class="n">pygame</span><span class="o">.</span><span class="n">init</span><span class="p">()</span>
    <span class="n">screen</span> <span class="o">=</span> <span class="n">pygame</span><span class="o">.</span><span class="n">display</span><span class="o">.</span><span class="n">set_mode</span><span class="p">((</span><span class="mi">640</span><span class="p">,</span> <span class="mi">480</span><span class="p">))</span>
    <span class="n">pygame</span><span class="o">.</span><span class="n">display</span><span class="o">.</span><span class="n">set_caption</span><span class="p">(</span><span class="s2">&quot;Basic Pong&quot;</span><span class="p">)</span>

    <span class="c1"># Llenar fondo</span>
    <span class="n">background</span> <span class="o">=</span> <span class="n">pygame</span><span class="o">.</span><span class="n">Surface</span><span class="p">(</span><span class="n">screen</span><span class="o">.</span><span class="n">get_size</span><span class="p">())</span>
    <span class="n">background</span> <span class="o">=</span> <span class="n">background</span><span class="o">.</span><span class="n">convert</span><span class="p">()</span>
    <span class="n">background</span><span class="o">.</span><span class="n">fill</span><span class="p">((</span><span class="mi">0</span><span class="p">,</span> <span class="mi">0</span><span class="p">,</span> <span class="mi">0</span><span class="p">))</span>

    <span class="c1"># Initializar jugadores</span>
    <span class="k">global</span> <span class="n">player1</span>
    <span class="k">global</span> <span class="n">player2</span>
    <span class="n">player1</span> <span class="o">=</span> <span class="n">Bat</span><span class="p">(</span><span class="s2">&quot;left&quot;</span><span class="p">)</span>
    <span class="n">player2</span> <span class="o">=</span> <span class="n">Bat</span><span class="p">(</span><span class="s2">&quot;right&quot;</span><span class="p">)</span>

    <span class="c1"># Initializar pelota</span>
    <span class="n">speed</span> <span class="o">=</span> <span class="mi">13</span>
    <span class="n">rand</span> <span class="o">=</span> <span class="p">((</span><span class="mf">0.1</span> <span class="o">*</span> <span class="p">(</span><span class="n">random</span><span class="o">.</span><span class="n">randint</span><span class="p">(</span><span class="mi">5</span><span class="p">,</span><span class="mi">8</span><span class="p">))))</span>
    <span class="n">ball</span> <span class="o">=</span> <span class="n">Ball</span><span class="p">((</span><span class="mi">0</span><span class="p">,</span><span class="mi">0</span><span class="p">),(</span><span class="mf">0.47</span><span class="p">,</span><span class="n">speed</span><span class="p">))</span>

    <span class="c1"># Initializar sprites</span>
    <span class="n">playersprites</span> <span class="o">=</span> <span class="n">pygame</span><span class="o">.</span><span class="n">sprite</span><span class="o">.</span><span class="n">RenderPlain</span><span class="p">((</span><span class="n">player1</span><span class="p">,</span> <span class="n">player2</span><span class="p">))</span>
    <span class="n">ballsprite</span> <span class="o">=</span> <span class="n">pygame</span><span class="o">.</span><span class="n">sprite</span><span class="o">.</span><span class="n">RenderPlain</span><span class="p">(</span><span class="n">ball</span><span class="p">)</span>

    <span class="c1"># Blittear todo en la pantalla</span>
    <span class="n">screen</span><span class="o">.</span><span class="n">blit</span><span class="p">(</span><span class="n">background</span><span class="p">,</span> <span class="p">(</span><span class="mi">0</span><span class="p">,</span> <span class="mi">0</span><span class="p">))</span>
    <span class="n">pygame</span><span class="o">.</span><span class="n">display</span><span class="o">.</span><span class="n">flip</span><span class="p">()</span>

    <span class="c1"># Initializar reloj</span>
    <span class="n">clock</span> <span class="o">=</span> <span class="n">pygame</span><span class="o">.</span><span class="n">time</span><span class="o">.</span><span class="n">Clock</span><span class="p">()</span>

    <span class="c1"># Bucle de eventos</span>
    <span class="k">while</span> <span class="kc">True</span><span class="p">:</span>
        <span class="c1"># Make sure game doesn&#39;t run at more than 60 frames per second</span>
        <span class="n">clock</span><span class="o">.</span><span class="n">tick</span><span class="p">(</span><span class="mi">60</span><span class="p">)</span>

        <span class="k">for</span> <span class="n">event</span> <span class="ow">in</span> <span class="n">pygame</span><span class="o">.</span><span class="n">event</span><span class="o">.</span><span class="n">get</span><span class="p">():</span>
            <span class="k">if</span> <span class="n">event</span><span class="o">.</span><span class="n">type</span> <span class="o">==</span> <span class="n">QUIT</span><span class="p">:</span>
                <span class="k">return</span>
            <span class="k">elif</span> <span class="n">event</span><span class="o">.</span><span class="n">type</span> <span class="o">==</span> <span class="n">KEYDOWN</span><span class="p">:</span>
                <span class="k">if</span> <span class="n">event</span><span class="o">.</span><span class="n">key</span> <span class="o">==</span> <span class="n">K_a</span><span class="p">:</span>
                    <span class="n">player1</span><span class="o">.</span><span class="n">moveup</span><span class="p">()</span>
                <span class="k">if</span> <span class="n">event</span><span class="o">.</span><span class="n">key</span> <span class="o">==</span> <span class="n">K_z</span><span class="p">:</span>
                    <span class="n">player1</span><span class="o">.</span><span class="n">movedown</span><span class="p">()</span>
                <span class="k">if</span> <span class="n">event</span><span class="o">.</span><span class="n">key</span> <span class="o">==</span> <span class="n">K_UP</span><span class="p">:</span>
                    <span class="n">player2</span><span class="o">.</span><span class="n">moveup</span><span class="p">()</span>
                <span class="k">if</span> <span class="n">event</span><span class="o">.</span><span class="n">key</span> <span class="o">==</span> <span class="n">K_DOWN</span><span class="p">:</span>
                    <span class="n">player2</span><span class="o">.</span><span class="n">movedown</span><span class="p">()</span>
            <span class="k">elif</span> <span class="n">event</span><span class="o">.</span><span class="n">type</span> <span class="o">==</span> <span class="n">KEYUP</span><span class="p">:</span>
                <span class="k">if</span> <span class="n">event</span><span class="o">.</span><span class="n">key</span> <span class="o">==</span> <span class="n">K_a</span> <span class="ow">or</span> <span class="n">event</span><span class="o">.</span><span class="n">key</span> <span class="o">==</span> <span class="n">K_z</span><span class="p">:</span>
                    <span class="n">player1</span><span class="o">.</span><span class="n">movepos</span> <span class="o">=</span> <span class="p">[</span><span class="mi">0</span><span class="p">,</span><span class="mi">0</span><span class="p">]</span>
                    <span class="n">player1</span><span class="o">.</span><span class="n">state</span> <span class="o">=</span> <span class="s2">&quot;still&quot;</span>
                <span class="k">if</span> <span class="n">event</span><span class="o">.</span><span class="n">key</span> <span class="o">==</span> <span class="n">K_UP</span> <span class="ow">or</span> <span class="n">event</span><span class="o">.</span><span class="n">key</span> <span class="o">==</span> <span class="n">K_DOWN</span><span class="p">:</span>
                    <span class="n">player2</span><span class="o">.</span><span class="n">movepos</span> <span class="o">=</span> <span class="p">[</span><span class="mi">0</span><span class="p">,</span><span class="mi">0</span><span class="p">]</span>
                    <span class="n">player2</span><span class="o">.</span><span class="n">state</span> <span class="o">=</span> <span class="s2">&quot;still&quot;</span>

        <span class="n">screen</span><span class="o">.</span><span class="n">blit</span><span class="p">(</span><span class="n">background</span><span class="p">,</span> <span class="n">ball</span><span class="o">.</span><span class="n">rect</span><span class="p">,</span> <span class="n">ball</span><span class="o">.</span><span class="n">rect</span><span class="p">)</span>
        <span class="n">screen</span><span class="o">.</span><span class="n">blit</span><span class="p">(</span><span class="n">background</span><span class="p">,</span> <span class="n">player1</span><span class="o">.</span><span class="n">rect</span><span class="p">,</span> <span class="n">player1</span><span class="o">.</span><span class="n">rect</span><span class="p">)</span>
        <span class="n">screen</span><span class="o">.</span><span class="n">blit</span><span class="p">(</span><span class="n">background</span><span class="p">,</span> <span class="n">player2</span><span class="o">.</span><span class="n">rect</span><span class="p">,</span> <span class="n">player2</span><span class="o">.</span><span class="n">rect</span><span class="p">)</span>
        <span class="n">ballsprite</span><span class="o">.</span><span class="n">update</span><span class="p">()</span>
        <span class="n">playersprites</span><span class="o">.</span><span class="n">update</span><span class="p">()</span>
        <span class="n">ballsprite</span><span class="o">.</span><span class="n">draw</span><span class="p">(</span><span class="n">screen</span><span class="p">)</span>
        <span class="n">playersprites</span><span class="o">.</span><span class="n">draw</span><span class="p">(</span><span class="n">screen</span><span class="p">)</span>
        <span class="n">pygame</span><span class="o">.</span><span class="n">display</span><span class="o">.</span><span class="n">flip</span><span class="p">()</span>


<span class="k">if</span> <span class="vm">__name__</span> <span class="o">==</span> <span class="s2">&quot;__main__&quot;</span><span class="p">:</span>
    <span class="n">main</span><span class="p">()</span>
</pre></div>
</div>
<p>Además de mostrar el producto final, señalaré de vuelta a TomPong, en el cual se basa todo esto. Descargalo, échale un vistazo al
código fuente y verás una implementación de pong utilizando todo el código que has visto en este tutorial, así como también
un montón de otros códigos que he agregado en varias versiones, como física adicional para girar y varias otras correcciones
de errores y fallas.</p>
<p>Ah, TomPong se encuentra en <a class="reference external" href="http://www.tomchance.uklinux.net/projects/pong.shtml">http://www.tomchance.uklinux.net/projects/pong.shtml</a>.</p>
</section>
</section>
</section>


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