In reverse pong, you score points by allowing the ‘ball’ to pass into your own goal, rather than defending your goal as in traditional pong. The score value of the ball is doubled each time it is reflected by a player, and the scores of both players diminish by a percentage each time at each reflection.
Rather than focusing on traditional game skills such as reflex and dexterity, Reverse Pong is instead a bluffing game of mental misdirection and brinksmanship which attempts to pit the personalities, rather than the skills, of the two players into conflict.
import random
import pygame
#revpong
#pong clone
#players score points by allowing the pong ball into their own goal
#every paddle deflection doubles the current ball value
pygame.init()
pygame.display.set_caption("Revpong")
screen = pygame.display.set_mode((800, 480), pygame.FULLSCREEN)
pygame.mouse.set_visible(False)
#screen = pygame.display.set_mode((800, 480))
windowsize = screen.get_size()
gameContinue = True
game_colour = (255, 255, 255)
clock = pygame.time.Clock()
font = pygame.font.SysFont(pygame.font.get_default_font(), 36)
paddle_dimensions = (24, 96)
paddle = pygame.surface.Surface(paddle_dimensions)
paddle.fill(game_colour)
ball = pygame.surface.Surface((24, 24))
ball.fill(game_colour)
ball_position = (windowsize[0]/2, windowsize[1]/2)
ball_velocity = (-4, 4)
#x positions of paddles
paddle_x_1 = paddle_dimensions[0] * 3
paddle_x_2 = windowsize[0] - paddle_dimensions[0] * 4
#y positions of paddles
paddle_y_1 = windowsize[1] / 2 - paddle_dimensions[1] / 2
paddle_y_2 = windowsize[1] / 2 - paddle_dimensions[1] / 2
#deltas of paddles
paddle_d_1 = 0
paddle_d_2 = 0
#scores
score_ball = 1
score_1 = 0
score_2 = 0
def reset_ball(ball_position, ball_velocity):
random_y = int(random.random() * 5) - int(random.random() * 5)
random_x = 2 + int(random.random() * 2)
ball_position = windowsize[0]/2, windowsize[1]/2
if score_1 > score_2:
ball_velocity = random_x, random_y
elif score_2 > score_1:
ball_velocity = -random_x, random_y
else:
if random.random() > 0.5:
ball_velocity = random_x, random_y
else:
ball_velocity = -random_x, random_y
return ball_position, ball_velocity
ball_position, ball_velocity = reset_ball(ball_position, ball_velocity)
while gameContinue:
clock.tick(50)
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameContinue = False
#input
keys = pygame.key.get_pressed()
paddle_d_1 = 0
paddle_d_2 = 0
if keys[pygame.K_ESCAPE]:
gameContinue = False
if keys[pygame.K_w]:
paddle_y_1 -= 4
paddle_d_1 -= 1
if keys[pygame.K_s]:
paddle_y_1 += 4
paddle_d_1 += 1
if keys[pygame.K_o]:
paddle_y_2 -= 4
paddle_d_2 -= 1
if keys[pygame.K_l]:
paddle_y_2 += 4
paddle_d_1 += 1
ball_old_position = ball_position
ball_position = ball_position[0] + ball_velocity[0], ball_position[1] + ball_velocity[1]
#check new ball_position for collision with top and bottom edges
if ball_position[1] < 12 or ball_position[1] > windowsize[1] - 12:
#bounce off top or bottom edge
ball_position = ball_old_position
ball_velocity = (ball_velocity[0], -ball_velocity[1])
#check new ball_position for collision with score zones
if ball_position[0] < paddle_dimensions[0]:
#player 1 scores
ball_position, ball_velocity = reset_ball(ball_position, ball_velocity)
score_1 += score_ball
score_ball = 1
if ball_position[0] > windowsize[0] - paddle_dimensions[0]:
#player 2 scores
score_2 += score_ball
score_ball = 1
ball_position, ball_velocity = reset_ball(ball_position, ball_velocity)
ball_rect = pygame.Rect((ball_position[0] - 12, ball_position[1] - 12), (24, 24))
#check new ball_position for collision with paddle_1
paddle_rect = pygame.Rect((paddle_x_1, paddle_y_1), paddle_dimensions)
if ball_rect.colliderect(paddle_rect):
#if the ball has passed the paddle x middle
if ball_position[0] < paddle_x_1 + paddle_dimensions[0]/2:
#test if ball is up or down
if ball_position[1] < paddle_y_1 + paddle_dimensions[1]:
#ball is up
ball_velocity = ball_velocity[0], ball_velocity[1] - 4
else:
#ball is down
ball_velocity = ball_velocity[0], ball_velocity[1] + 4
else:
ball_velocity = ball_velocity[0] * -1 + 0.1, ball_velocity[1] + paddle_d_1
ball_position = paddle_x_1 + paddle_dimensions[0] + 12 + ball_velocity[0], ball_position[1] + ball_velocity[1]
score_ball = score_ball * 2
score_1 = int(score_1 * 0.90)
score_2 = int(score_2 * 0.90)
paddle_rect = pygame.Rect((paddle_x_2, paddle_y_2), paddle_dimensions)
if ball_rect.colliderect(paddle_rect):
#if the ball has passed the paddle x middle
if ball_position[0] > paddle_x_2 + paddle_dimensions[0]:
#test if ball is up or down
if ball_position[1] < paddle_y_2 + paddle_dimensions[1] / 2:
#ball is up
ball_velocity = ball_velocity[0], ball_velocity[1] - 4
else:
#ball is down
ball_velocity = ball_velocity[0], ball_velocity[1] + 4
else:
ball_velocity = ball_velocity[0] * -1 - 0.1, ball_velocity[1] + paddle_d_2
ball_position = paddle_x_2 - 12 + ball_velocity[0], ball_position[1] + ball_velocity[1]
score_ball = score_ball * 2
score_1 = int(score_1 * 0.90)
score_2 = int(score_2 * 0.90)
#draw
screen.fill((0,0,0))
screen.blit(paddle, (paddle_x_1, paddle_y_1))
screen.blit(paddle, (paddle_x_2, paddle_y_2))
screen.blit(ball, (ball_position[0] - 12, ball_position[1] - 12))
screen.blit(font.render(str(score_1), False, game_colour), (0,0))
offset = font.size(str(score_2))
screen.blit(font.render(str(score_2), False, game_colour), (windowsize[0]-offset[0],0))
offset = font.size(str(score_ball))
screen.blit(font.render(str(score_ball), False, game_colour), (windowsize[0]/2 - offset[0]/2, windowsize[1]-offset[1]))
pygame.display.flip()


