Tkinter Canvas Implementation of bouncing ball design game | Python GUI Tutorial

Tkinter Canvas Implementation of bouncing ball design game

In the actual game, if the ball touches the bottom of the canvas should let the game end, at this time first set notTouchBottom to True in the __init__() function of the Ball class in line 16, in order to let the player can buffer, at this time also set the ball to start the game when the ball is moving up (line 15), as shown below.

        self.y = -step                            # Vertical movement units
        self.notTouchBottom = True  

Modify the loop of the main program as follows.

while ball.notTouchBottom:
        print("Click the Close button to terminate program execution")
    time.sleep(speed)   # Can control the speed of movement


Complete bouncing ball design.

from tkinter import * 
from tkinter import messagebox 
from random import * 

import time 
cntL = 1
cntR = 1
class Ball:#class Ball(): # It is the same when written like this
    def __init__(self,canvas,color,winW,winH,racket):
        self.canvas = canvas
        self.racket = racket = canvas.create_oval(0, 0, 20, 20, fill=color) # Create the ball object
        self.canvas.move(,winW/2,winH/2) # Set the initial position of the ball
        startPos = [-4, -3, -2, -1, 1, 2, 3, 4] # random number of initial x-axis movements of the ball
        shuffle(startPos) # upset the ordering
        self.x = startPos[0] # initial horizontal movement of the ball in units
        self.y = -step # vertical units of movement
        self.notTouchBottom = True                       
    def hitRacket(self,ballPos):
        racketPos = self.canvas.coords(
        if ballPos[2] >= racketPos[0] and ballPos[0] <= racketPos[2]:
            if ballPos[3] >= racketPos[1] and ballPos[3] <= racketPos[3]:
                return True
        return False
    def ballMove(self):
        self.canvas.move(, self.x, self.y) # step is a positive value to move down
        ballPos = self.canvas.coords(
        if ballPos[0] <= 0: # detect if the ball is over the left side of the canvas
            self.x = step       
        if ballPos[1] <= 0: # detect if the ball is over the top of the canvas
            self.y = step
        if ballPos[2] >= winW: # detect if the ball goes over the right side of the canvas
            self.x = -step           
        if ballPos[3] >= winH: # detect if the ball is over the bottom of the canvas
            self.y = -step
        if self.hitRacket(ballPos): # detect if the ball hits the racket
            self.y = -step
        if ballPos[3] >= winH: # detect if the ball is above the bottom of the canvas
            self.notTouchBottom = False

class Racket():
    def __init__(self, canvas, color):
        self.canvas = canvas = canvas.create_rectangle(0,0,100,15,fill=color)  # Racket Object
        self.canvas.move(, 270, 400)
        self.x = 0
        self.canvas.bind_all('<KeyPress-Right>',self.moveRight)   # Bind Press and hold the right button
        self.canvas.bind_all('<KeyPress-Left>',self.moveLeft)     # Bind Press and hold the left button
    def racketMove(self):
        racketPos = self.canvas.coords(
        # self.x = 0
        if racketPos[0] <= 0:
            self.x = 0
        elif racketPos[2] >= winW:
            self.x = 0
    def moveLeft(self,event):
        global cntL
        print("Press the left button",cntL)
        cntL += 1
        self.x = -3
    def moveRight(self,event):
        global cntR
        print("Press the right button",cntR)
        cntR += 1
        self.x = 3

winW = 640 # Defines the width of the canvas
winH = 480 # Defines the height of the canvas
step = 3 # Define the speed as a displacement step
speed = 0.01 # Set the speed of movement

tk = Tk()
tk.title("   Pinball game   ----  " + time.strftime("%Y-%m-%d %H:%M:%S", time.localtime()))            # Game window title
tk.wm_attributes('-topmost',1)               # Make sure the game window is at the top of the screen
canvas = Canvas(tk,width=winW, height=winH,bg='black')  # Create canvas

# The order in which the following two lines of code are executed determines which object is obscured when the two overlap
racket = Racket(canvas,'purple') # Define purple racket
ball = Ball(canvas,'yellow',winW,winH,racket) # Defines the ball object

while ball.notTouchBottom:
        print("Click the Close button to terminate program execution")
    time.sleep(speed)   # Can control the speed of movement

messagebox.showinfo("Game Over","Game Over!!!")
# tk.mainloop()


Tkinter Canvas Implementation of bouncing ball design game

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