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Merge pull request #1356 from geekboi777/okaymaster
Pong_game_using_turtle.py
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Pong_game.py

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import turtle
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# Create screen
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from turtle import Turtle
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sc = turtle.Screen()
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sc.title("Pong game")
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sc.bgcolor("white")
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sc.setup(width=1000, height=600)
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# Left paddle
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left_pad = turtle.Turtle()
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left_pad.speed(0)
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left_pad.shape("square")
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left_pad.color("black")
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left_pad.shapesize(stretch_wid=6, stretch_len=2)
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left_pad.penup()
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left_pad.goto(-400, 0)
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# Right paddle
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right_pad = turtle.Turtle()
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right_pad.speed(0)
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right_pad.shape("square")
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right_pad.color("black")
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right_pad.shapesize(stretch_wid=6, stretch_len=2)
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right_pad.penup()
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right_pad.goto(400, 0)
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# Ball of circle shape
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hit_ball = turtle.Turtle()
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hit_ball.speed(40)
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hit_ball.shape("circle")
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hit_ball.color("blue")
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hit_ball.penup()
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hit_ball.goto(0, 0)
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hit_ball.dx = 5
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hit_ball.dy = -5
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# Create screen
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sc = turtle.Screen()
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sc.title("Pong game")
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sc.bgcolor("white")
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sc.setup(width=1000, height=600)
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# Left paddle
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left_pad = turtle.Turtle()
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left_pad.speed(0)
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left_pad.shape("square")
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left_pad.color("black")
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left_pad.shapesize(stretch_wid=6, stretch_len=2)
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left_pad.penup()
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left_pad.goto(-400, 0)
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# Right paddle
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right_pad = turtle.Turtle()
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right_pad.speed(0)
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right_pad.shape("square")
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right_pad.color("black")
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right_pad.shapesize(stretch_wid=6, stretch_len=2)
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right_pad.penup()
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right_pad.goto(400, 0)
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# Ball of circle shape
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hit_ball: Turtle = turtle.Turtle()
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hit_ball.speed(40)
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hit_ball.shape("circle")
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hit_ball.color("blue")
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hit_ball.penup()
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hit_ball.goto(0, 0)
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hit_ball.dx = 5
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hit_ball.dy = -5
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# Initialize the score
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left_player = 0
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right_player = 0
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# Displays the score
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sketch = turtle.Turtle()
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sketch.speed(0)
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sketch.color("blue")
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sketch.penup()
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sketch.hideturtle()
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sketch.goto(0, 260)
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sketch.write("Left_player : 0 Right_player: 0",
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align="center", font=("Courier", 24, "normal"))
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# Functions to move paddle vertically
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def paddleaup():
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y = left_pad.ycor()
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y += 20
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left_pad.sety(y)
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def paddleadown():
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y = left_pad.ycor()
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y -= 20
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left_pad.sety(y)
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def paddlebup():
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y = right_pad.ycor()
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y += 20
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right_pad.sety(y)
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def paddlebdown():
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y = right_pad.ycor()
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y -= 20
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right_pad.sety(y)
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# Keyboard bindings
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sc.listen()
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sc.onkeypress(paddleaup, "e")
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sc.onkeypress(paddleadown, "x")
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sc.onkeypress(paddlebup, "Up")
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sc.onkeypress(paddlebdown, "Down")
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while True:
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sc.update()
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hit_ball.setx(hit_ball.xcor() + hit_ball.dx)
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hit_ball.sety(hit_ball.ycor() + hit_ball.dy)
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# Checking borders
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if hit_ball.ycor() > 280:
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hit_ball.sety(280)
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hit_ball.dy *= -1
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if hit_ball.ycor() < -280:
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hit_ball.sety(-280)
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hit_ball.dy *= -1
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if hit_ball.xcor() > 500:
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hit_ball.goto(0, 0)
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hit_ball.dy *= -1
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left_player += 1
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sketch.clear()
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sketch.write("Left_player : {} Right_player: {}".format(
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left_player, right_player), align="center",
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font=("Courier", 24, "normal"))
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if hit_ball.xcor() < -500:
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hit_ball.goto(0, 0)
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hit_ball.dy *= -1
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right_player += 1
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sketch.clear()
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sketch.write("Left_player : {} Right_player: {}".format(
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left_player, right_player), align="center",
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font=("Courier", 24, "normal"))
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# Paddle ball collision
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if ((hit_ball.xcor() > 360 and
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hit_ball.xcor() < 370) and
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(hit_ball.ycor() < right_pad.ycor() + 40 and
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hit_ball.ycor() > right_pad.ycor() - 40)):
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hit_ball.setx(360)
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hit_ball.dx *= -1
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if ((hit_ball.xcor() < -360 and
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hit_ball.xcor() > -370) and
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(hit_ball.ycor() < left_pad.ycor() + 40 and
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hit_ball.ycor() > left_pad.ycor() - 40)):
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hit_ball.setx(-360)
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hit_ball.dx *= -1

Program of Reverse of any number.py

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num = num//10
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rev=rev*10+Rem
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print("The Reverse of the number",rev)
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##################
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# could also simply do this another way
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num = input()
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print(int(num[::-1]))

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