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Raspberry Pi project: Pong met rotary encoder

Beginner
25 Min
114,85

Bouwen en bedraden

Het bedraden van de Raspberry Pi is simpel.

De HDMI kabel gaat in de HDMI poort van het beeldscherm en in die van de Raspberry Pi. Daarna gaat de voeding in de micro USB en het toetsenboord en de muis in de USB poorten.

Sluit de rotary knop aan zoals onderstaande schema.

Nu je alles hebt aangesloten kan je beginnen met het programmeren van je eigen pong spelletje.

Programmeren

Nu je gaat beginnen met het programmeren van je pong project open je eerst de Thonny Python IDE.

Daar schrijf je dan de code in die hieronder staat en als je dat hebt opgeschreven dan sla je het project op. Zorg dat je dat doet met een naam die je makkelijke weer kan vinden want: “je wil je code toch niet kwijtraken!”

Nu je code af is kan je hem open en kan je pong gaan spelen, wat is jouw highscore?

import pygame, sys
from pygame.locals import *

# Source code Pong
# https://www.raspberrypiportugal.pt/jogo-atari-pong-python-pygame/
# Toevoeging Rotary encoder 
# Elektronicavoorjou.nl

from RPi import GPIO
clk = 17
dt = 18

GPIO.setmode(GPIO.BCM)
GPIO.setup(clk, GPIO.IN, pull_up_down=GPIO.PUD_DOWN)
GPIO.setup(dt, GPIO.IN, pull_up_down=GPIO.PUD_DOWN)

clkLastState = GPIO.input(clk)

FPS = 200
WINDOWWIDTH = 800
WINDOWHEIGHT = 600
LINETHICKNESS = 12
PADDLESIZE = 50
PADDLEOFFSET = 20
counter = int(WINDOWHEIGHT/2)

BLACK     = (0  ,0  ,0  )
WHITE     = (255,255,255)

def drawArena():
    DISPLAYSURF.fill((0,0,0))
    pygame.draw.rect(DISPLAYSURF, WHITE, ((0,0),(WINDOWWIDTH,WINDOWHEIGHT)), LINETHICKNESS*2)
    pygame.draw.line(DISPLAYSURF, WHITE, ((int(WINDOWWIDTH/2)),0),((int(WINDOWWIDTH/2)),WINDOWHEIGHT), (int(LINETHICKNESS/4)))

def drawPaddle(paddle):
    if paddle.bottom > WINDOWHEIGHT - LINETHICKNESS:
        paddle.bottom = WINDOWHEIGHT - LINETHICKNESS
    elif paddle.top < LINETHICKNESS:
        paddle.top = LINETHICKNESS
    pygame.draw.rect(DISPLAYSURF, WHITE, paddle)

def drawBall(ball):
    pygame.draw.rect(DISPLAYSURF, WHITE, ball)

def moveBall(ball, ballDirX, ballDirY):
    ball.x += ballDirX
    ball.y += ballDirY
    return ball

def checkEdgeCollision(ball, ballDirX, ballDirY):
    if ball.top == (LINETHICKNESS) or ball.bottom == (WINDOWHEIGHT - LINETHICKNESS):
        ballDirY = ballDirY * -1
    if ball.left == (LINETHICKNESS) or ball.right == (WINDOWWIDTH - LINETHICKNESS):
        ballDirX = ballDirX * -1
    return ballDirX, ballDirY
    
def checkHitBall(ball, paddle1, paddle2, ballDirX):
    if ballDirX == -1 and paddle1.right == ball.left and paddle1.top < ball.top and paddle1.bottom > ball.bottom:
        return -1
    elif ballDirX == 1 and paddle2.left == ball.right and paddle2.top < ball.top and paddle2.bottom > ball.bottom:
        return -1
    else: return 1

def checkPointScored(paddle1, ball, score, ballDirX):
    
    if ball.left == LINETHICKNESS: 
        return 0
   
    elif ballDirX == -1 and paddle1.right == ball.left and paddle1.top < ball.top and paddle1.bottom > ball.bottom:
        score += 1
        return score
   
    elif ball.right == WINDOWWIDTH - LINETHICKNESS:
        score += 5
        return score
    
    else: return score

def artificialIntelligence(ball, ballDirX, paddle2):
    if ballDirX == -1:
        if paddle2.centery < (WINDOWHEIGHT/2):
            paddle2.y += 1
        elif paddle2.centery > (WINDOWHEIGHT/2):
            paddle2.y -= 1
   
    elif ballDirX == 1:
        if paddle2.centery < ball.centery:
            paddle2.y += 1
        else:
            paddle2.y -=1
    return paddle2
def displayScore(score):
    resultSurf = BASICFONT.render('Score = %s' %(score), True, WHITE)
    resultRect = resultSurf.get_rect()
    resultRect.topleft = (WINDOWWIDTH - 150, 25)
    DISPLAYSURF.blit(resultSurf, resultRect)
def main():
    pygame.init()
    global DISPLAYSURF
    global BASICFONT, BASICFONTSIZE
    BASICFONTSIZE = 20
    BASICFONT = pygame.font.Font('freesansbold.ttf', BASICFONTSIZE)

    FPSCLOCK = pygame.time.Clock()
    DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH,WINDOWHEIGHT)) 
    pygame.display.set_caption('Pong')
    ballX = WINDOWWIDTH/2 - LINETHICKNESS/2
    ballY = WINDOWHEIGHT/2 - LINETHICKNESS/2
    playerOnePosition = (WINDOWHEIGHT - PADDLESIZE) /2
    playerTwoPosition = (WINDOWHEIGHT - PADDLESIZE) /2
    score = 0

    ballDirX = -1 
    ballDirY = -1  

    paddle1 = pygame.Rect(PADDLEOFFSET,playerOnePosition, LINETHICKNESS,PADDLESIZE)
    paddle2 = pygame.Rect(WINDOWWIDTH - PADDLEOFFSET - LINETHICKNESS, playerTwoPosition, LINETHICKNESS,PADDLESIZE)
    ball = pygame.Rect(ballX, ballY, LINETHICKNESS, LINETHICKNESS)

    drawArena()
    drawPaddle(paddle1)
    drawPaddle(paddle2)
    drawBall(ball)
    pygame.mouse.set_visible(0) 
    while True: 
        for event in pygame.event.get():
            if event.type == QUIT:
                GPIO.cleanup()
                pygame.quit()
                sys.exit()
    
        global clkLastState
        global counter
        clkState = GPIO.input(clk)
        dtState = GPIO.input(dt)
        if clkState != clkLastState:
                if dtState != clkState:
                        counter += 10
                        if counter > WINDOWHEIGHT:
                            counter = WINDOWHEIGHT
                else:
                        counter -= 10
                        if counter < 1:
                            counter = 1
                paddle1.y = counter
        clkLastState = clkState

        drawArena()
        drawPaddle(paddle1)
        drawPaddle(paddle2)
        drawBall(ball)

        ball = moveBall(ball, ballDirX, ballDirY)
        ballDirX, ballDirY = checkEdgeCollision(ball, ballDirX, ballDirY)
        score = checkPointScored(paddle1, ball, score, ballDirX)
        ballDirX = ballDirX * checkHitBall(ball, paddle1, paddle2, ballDirX)
        paddle2 = artificialIntelligence (ball, ballDirX, paddle2)

        displayScore(score)

        pygame.display.update()
        FPSCLOCK.tick(FPS)

if __name__=='__main__':
    main()