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# Second Example: Pong

Now that you’ve seen the basics of the SGE, it’s time to create an actual game. Although Pong might seem extremely simple, it will give you a great foundation for developing more complex games in the future.

## Setting Up the Project

I am going to set up my project in “~/pong”, and the game script is going to be called “pong.py”.

I am going to open pong.py and add the appropriate shebang, my copyright notice (I am choosing the CC0 license), and my imports. This is what I have so far:

    #!/usr/bin/env python3

    # Pong
    # Written in 2013 by Julian Marchant <onpon4@riseup.net>
    #
    # To the extent possible under law, the author(s) have dedicated all
    # copyright and related and neighboring rights to this software to the
    # public domain worldwide. This software is distributed without any
    # warranty.
    #
    # You should have received a copy of the CC0 Public Domain Dedication
    # along with this software. If not, see
    # <http://creativecommons.org/publicdomain/zero/1.0/>.

    import sge

## Global Variables

For our implementation of Pong, we are going to store a few variables that can be accessed conveniently by everybody: in a word, “global” variables.

Of course, one way we could do this is to actually use global variables. However, using this approach has a significant disadvantage: in Python, local variables take precedence over global variables, so to assign to a global variable within a function, you have to declare it with the `global` keyword. If we forget to do this, the resulting bugs can be difficult to solve.

So we are going to use a different approach: a container class. Put simply, this is a class that contains only class attributes that we will use as variables. Our container class looks like this:

    class glob:

        # This class is for global variables.  While not necessary, using a
        # container class like this is less potentially confusing than using
        # actual global variables.

        player1 = None
        player2 = None
        ball = None
        hud_sprite = None
        bounce_sound = None
        bounce_wall_sound = None
        score_sound = None
        game_in_progress = True

I call the class “glob” as a shorthand for “global” (the shorthand is necessary since `global` is a keyword in Python).

The reason for having all of these variables will be explained later when we actually use them.

## The Game Class

For our `sge.Game` class, we want to of course provide a way to exit the game, and in this case, we are also going to provide a way to pause the game. Just for the heck of it, let’s also allow the player to take a screenshot by pressing F8. With those goals in mind, our Game class is defined as follows:

    class Game(sge.Game):

        def event_key_press(self, key, char):
            if key == 'f8':
                sge.Sprite.from_screenshot().save('screenshot.jpg')
            elif key == 'escape':
                self.event_close()
            elif key in ('p', 'enter'):
                self.pause()

        def event_close(self):
            m = "Are you sure you want to quit?"
            if sge.show_message(m, ("No", "Yes")):
                self.end()

        def event_paused_key_press(self, key, char):
            if key == 'escape':
                # This allows the player to still exit while the game is
                # paused, rather than having to unpause first.
                self.event_close()
            else:
                self.unpause()

        def event_paused_close(self):
            # This allows the player to still exit while the game is paused,
            # rather than having to unpause first.
            self.event_close()

The first event we define is the key press event. When the F8 key is pressed, we create a sprite from a screenshot using the `sge.Sprite.from_screenshot()` class method, then save that sprite as “screenshot.jpg”. When the Esc key is pressed, we close the game by calling the close event. When the “P” or Enter key is pressed, we use `sge.Game.pause()` to pause the game. “P” and Enter are checked together by grouping them in a tuple and then using the `in` operator, rather than checking them separately, because it’s easier to read and less verbose.

The next event we define is the close event. Unlike our last example, here, we first ask the player to confirm whether or not they want to close before actually closing. `sge.show_message()` returns a number representing what button was pressed, with `0` as the first number, so we are able to simplify the check of what button was pressed with a simple hack: the first button (button 0) is the “No” button, and the second button (button 1) is the “Yes” button. The numbers these buttons return correspond to `False` and `True`, respectively.

Next, we need to define “paused” events, because normal events are suspended while the game is paused. The “paused” close event just does the same thing as the regular “close” event, to allow the game to be exited without unpausing the game first. The “paused” key event, on the other hand, unpauses the game if any key other than the Esc key (which ends the game) is pressed.

## The Player Class

The Player class is going to be a subclass of `sge.StellarClass`, which is the class that represents individual objects in the SGE. This class is used for players, bullets, floors, walls, and pretty much anything else you can think of.

For the Player class, we are actually going to do something a bit unusual: we are going to extend `sge.StellarClass.__init__()` (the constructor method):

    class Player(sge.StellarClass):

        def __init__(self, player=1):
            if player == 1:
                self.up_key = "w"
                self.down_key = "s"
                x = 32
                glob.player1 = self
                self.hit_direction = 1
            else:
                self.up_key = "up"
                self.down_key = "down"
                x = sge.game.width - 32
                glob.player2 = self
                self.hit_direction = -1

            y = sge.game.height / 2
            super().__init__(x, y, 0, sprite="paddle")

As you can see, our extended `__init__()` now only takes one argument indicating the player: `1` for the left player, and any other value (such as `2`) for the right player. Everything else is then inferred from that: the controls (you will see why we are storing the controls like this in a minute), the horizontal location, and the direction the paddle hits (`1` for right, `-1` for left). As a bonus, we also use this information to decide what “global” variable to assign the player to: `glob.player1` if it is the left player, or `glob.player2` if it is the right player.

Keep in mind that you must never override `sge.StellarClass.__init__()`; you should only extend it. This is why we have the last line. The `super()` function allows us to call the corresponding method in the parent class, making our new `__init__()` an extension rather than an override.

Next up, we need to add code to allow the paddles to move. The easiest place to do this is in the step event:

    def event_step(self, time_passed):
        # Movement
        key_motion = (sge.get_key_pressed(self.down_key) -
                      sge.get_key_pressed(self.up_key))

        self.yvelocity = key_motion * PADDLE_SPEED

        # Keep the paddle inside the window
        if self.bbox_top < 0:
            self.bbox_top = 0
        elif self.bbox_bottom > sge.game.height:
            self.bbox_bottom = sge.game.height

The first thing we do is check whether the paddle’s assigned down key is pressed and whether the assigned up key is pressed. The simplest way to do this is to use an if statement, but instead, I subtracted the result for the up key from the result for the down key. Since the returned values are equivalent to `1` and `0` in subtraction, key_motion will become `-1` if only the up key is pressed, `1` if only the down key is pressed, and `0` if neither or both of the keys are pressed. This method of figuring out the desired direction not only is a lot simpler than an if statement, but also handles the condition of opposite directions being pressed at the same time properly.

Since `-1` is up, `1` is down, and `0` is no movement, I now just need to multiply `key_motion` by some constant value (the paddle speed I wish to use) to get the desired vertical velocity. The name I have chosen for this constant is `PADDLE_SPEED`. Attempting to use an undefined constant will cause an error, so let’s define it now:

    PADDLE_SPEED = 4

This should be placed in the global namespace, probably right after your imports. I chose `4` to be the value of this constant because I found it to be the best balance between precision and speed.

As you may have figured out, `sge.StellarClass.yvelocity` is a special attribute. In simple terms, the SGE automatically adds this number to the vertical position of the object every frame, creating an illusion of continuous movement.

With just this, the players will be able to move the paddles off of the screen, and we don’t want this. To prevent it, we check the paddle’s `sge.StellarClass.bbox_top` and `sge.StellarClass.bbox_bottom` attributes to see if they are above or below the screen, respectively, and then set them to the respective edge of the screen if they are.

## The Ball Class

Once again, the Ball class is going to be a subclass of `sge.StellarClass`. Once again, we are going to start by extending the constructor method:

    class Ball(sge.StellarClass):

        def __init__(self):
            x = sge.game.width / 2
            y = sge.game.height / 2
            super().__init__(x, y, 1, sprite="ball")

This extension is more simple than `Player`‘s: our extension simply removes all arguments from the constructor method and hard-codes values to pass on to `sge.StellarClass.__init__()`.

When the ball is created, we want to immediately serve it to a player. To achieve that, we are going to define the create event, which occurs whenever an object of the class is created:

    def event_create(self):
        self.serve()

We are defining `Ball.serve()` to achieve serving the ball because there are other situations when the ball needs to be served, namely whenever a player scores. This will be our serve method:

    def serve(self, direction=1):
        self.x = self.xstart
        self.y = self.ystart

        # Next round
        self.xvelocity = BALL_START_SPEED * direction
        self.yvelocity = 0

In a nutshell, we set the ball back to the its starting position (which is the center of the screen) and reset its movement based on an argument called `direction`, which will be `1` (for right) or `-1` (for left). We multiply this by a constant called `BALL_START_SPEED`; let’s define this constant now, right below our definition of `PADDLE_SPEED`:

    BALL_START_SPEED = 2

As it is, the ball will pass through the paddles, which is not what we want; we want the ball to bounce off of the paddles. We will achieve that with a collision event:

    def event_collision(self, other):
        if isinstance(other, Player):
            if other.hit_direction == 1:
                self.bbox_left = other.bbox_right + 1
                self.xvelocity = min(abs(self.xvelocity) + BALL_ACCELERATION,
                                     BALL_MAX_SPEED)
            else:
                self.bbox_right = other.bbox_left - 1
                self.xvelocity = max(-abs(self.xvelocity) - BALL_ACCELERATION,
                                     -BALL_MAX_SPEED)

            self.yvelocity += (self.y - other.y) * PADDLE_VERTICAL_FORCE

We also need to define three more constants:

    BALL_ACCELERATION = 0.2
    BALL_MAX_SPEED = 15
    PADDLE_VERTICAL_FORCE = 1 / 12

The collision event occurs whenever another object touches this object. when this happens, we check if the other object is an instance of the `Player` class; if it is, we check the other object’s `hit_direction`; if it’s `1`, we place the left side of the ball’s bounding box just to the right of the right side of the paddle’s bounding box, then we make the ball’s horizontal velocity positive and add a constant, `BALL_ACCELERATION`, to it; this will cause the ball to slowly speed up as the game progresses. If `hit_direction` is something other than `1`, we assume that the paddle hits to the left; the behavior is identical to the behavior of hitting to the right, but opposite.

Although accelerating the ball makes the gameplay more fun, we must not let the ball go too fast. Remember that movement is much like an animation. The ball changes its position from one position to another; the greater the speed, the bigger the difference. Movement perceived is only an illusion. As a result, if the ball goes too fast, it can pass right through a paddle without a collision ever being detected. To prevent this, we limit the speed the ball can go at by a constant; in general, a good value to choose is one that is slightly less than the width (in the case of horizontal movement) or height (in the case of vertical movement) of the two objects that need to detect collisions with each other added together. This method only works reliably if one of the objects is not moving; if both of the objects are moving, what maximum speed they should be moving at is more complicated, but in this case, the paddle is horizontally stationary. We are later going to set the width of both the paddle and the ball to `8`, so we will set the maximum ball speed to `15` (i.e. `8 + 8 - 1`).

The game would be rather dull if the players couldn’t control the direction of the ball, so we allow the players to control the ball by adding the difference between the ball and paddle’s vertical positions (which are going to be their centers) multiplied by a constant to the ball’s vertical velocity.

There are two remaining problems with our ball class: first, if the ball passes a player, it doesn’t return. Second, if the ball reaches the edge of the screen, it will just float off and be impossible to retrieve by the receiving player. This actually would be realistic behavior, but it wouldn’t be very fun. We will fix both of these problems in the step event:

    def event_step(self, time_passed):
        # Scoring
        if self.bbox_right < 0:
            self.serve(-1)
        elif self.bbox_left > sge.game.width:
            self.serve(1)

        # Bouncing off of the edges
        if self.bbox_bottom > sge.game.height:
            self.bbox_bottom = sge.game.height
            self.yvelocity = -abs(self.yvelocity)
        elif self.bbox_top < 0:
            self.bbox_top = 0
            self.yvelocity = abs(self.yvelocity)

Since we have our `serve()` method, we simply need to call it when the ball passes one of the players and goes horizontally outside the screen. For bouncing off the edges, we use a similar method to the method we used to keep the paddles inside the view; the main difference is we also set the ball’s vertical velocity to move away from the edge; if it collided with the bottom, the vertical velocity is made negative, and if it collided with the top, the vertical velocity is made positive.

## The main Function

Let’s make our Pong game playable now by defining the `main()` function:

    def main():
        # Create Game object
        Game(640, 480, fps=120)

        # Load sprites
        paddle_sprite = sge.Sprite(ID="paddle", width=8, height=48, origin_x=4,
                                   origin_y=24)
        paddle_sprite.draw_rectangle(0, 0, paddle_sprite.width,
                                     paddle_sprite.height, fill="white")
        ball_sprite = sge.Sprite(ID="ball", width=8, height=8, origin_x=4,
                                 origin_y=4)
        ball_sprite.draw_rectangle(0, 0, ball_sprite.width, ball_sprite.height,
                                   fill="white")

        # Load backgrounds
        layers = (sge.BackgroundLayer("ball", sge.game.width / 2, 0, -10000,
                                      xrepeat=False),)
        background = sge.Background (layers, "black")

        # Create objects
        Player(1)
        Player(2)
        glob.ball = Ball()
        objects = (glob.player1, glob.player2, glob.ball)

        # Create rooms
        room1 = sge.Room(objects, background=background)

        sge.game.start()

    if __name__ == '__main__':
        main()

Since the graphics of Pong are so simple, we are dynamically generating them rather than loading existing images. We are also generating a background with a line in the middle by using a `sge.BackgroundLayer` object. Background layers basically tell a background how to tile a particular sprite in order to decorate the background. In our case, we take the ball sprite (since it is just a white square; no need to create an entirely new one) and tile it only vertically in the horizontal center of the screen (vertically at y=0, but this doesn’t matter because the sprite is being tiled infinitely in the vertical direction).

We set the game to run at 120 frames per second because it’s hard to play Pong with digital controls, and a higher frame rate helps minimize this difficulty.

## Pong Without Scoring or Sound

This is what we have so far:

    #!/usr/bin/env python3

    # Pong
    # Written in 2013 by Julian Marchant <onpon4@riseup.net>
    #
    # To the extent possible under law, the author(s) have dedicated all
    # copyright and related and neighboring rights to this software to the
    # public domain worldwide. This software is distributed without any
    # warranty.
    #
    # You should have received a copy of the CC0 Public Domain Dedication
    # along with this software. If not, see
    # <http://creativecommons.org/publicdomain/zero/1.0/>.

    import sge

    PADDLE_SPEED = 4
    PADDLE_VERTICAL_FORCE = 1 / 12
    BALL_START_SPEED = 2
    BALL_ACCELERATION = 0.2
    BALL_MAX_SPEED = 15

    class glob:

        # This class is for global variables.  While not necessary, using a
        # container class like this is less potentially confusing than using
        # actual global variables.

        player1 = None
        player2 = None
        ball = None
        hud_sprite = None
        bounce_sound = None
        bounce_wall_sound = None
        score_sound = None
        game_in_progress = True

    class Game(sge.Game):

        def event_key_press(self, key, char):
            if key == 'f8':
                sge.Sprite.from_screenshot().save('screenshot.jpg')
            elif key == 'escape':
                self.event_close()
            elif key in ('p', 'enter'):
                self.pause()

        def event_close(self):
            m = "Are you sure you want to quit?"
            if sge.show_message(m, ("No", "Yes")):
                self.end()

        def event_paused_key_press(self, key, char):
            if key == 'escape':
                # This allows the player to still exit while the game is
                # paused, rather than having to unpause first.
                self.event_close()
            else:
                self.unpause()

        def event_paused_close(self):
            # This allows the player to still exit while the game is paused,
            # rather than having to unpause first.
            self.event_close()

    class Player(sge.StellarClass):

        def __init__(self, player=1):
            if player == 1:
                self.up_key = "w"
                self.down_key = "s"
                x = 32
                glob.player1 = self
                self.hit_direction = 1
            else:
                self.up_key = "up"
                self.down_key = "down"
                x = sge.game.width - 32
                glob.player2 = self
                self.hit_direction = -1

            y = sge.game.height / 2
            super().__init__(x, y, 0, sprite="paddle")

        def event_step(self, time_passed):
            # Movement
            key_motion = (sge.get_key_pressed(self.down_key) -
                          sge.get_key_pressed(self.up_key))

            self.yvelocity = key_motion * PADDLE_SPEED

            # Keep the paddle inside the window
            if self.bbox_top < 0:
                self.bbox_top = 0
            elif self.bbox_bottom > sge.game.height:
                self.bbox_bottom = sge.game.height

    class Ball(sge.StellarClass):

        def __init__(self):
            x = sge.game.width / 2
            y = sge.game.height / 2
            super().__init__(x, y, 1, sprite="ball")

        def event_create(self):
            self.serve()

        def event_step(self, time_passed):
            # Scoring
            if self.bbox_right < 0:
                self.serve(-1)
            elif self.bbox_left > sge.game.width:
                self.serve(1)

            # Bouncing off of the edges
            if self.bbox_bottom > sge.game.height:
                self.bbox_bottom = sge.game.height
                self.yvelocity = -abs(self.yvelocity)
            elif self.bbox_top < 0:
                self.bbox_top = 0
                self.yvelocity = abs(self.yvelocity)

        def event_collision(self, other):
            if isinstance(other, Player):
                if other.hit_direction == 1:
                    self.bbox_left = other.bbox_right + 1
                    self.xvelocity = min(abs(self.xvelocity) + BALL_ACCELERATION,
                                         BALL_MAX_SPEED)
                else:
                    self.bbox_right = other.bbox_left - 1
                    self.xvelocity = max(-abs(self.xvelocity) - BALL_ACCELERATION,
                                         -BALL_MAX_SPEED)

                self.yvelocity += (self.y - other.y) * PADDLE_VERTICAL_FORCE

        def serve(self, direction=1):
            self.x = self.xstart
            self.y = self.ystart

            # Next round
            self.xvelocity = BALL_START_SPEED * direction
            self.yvelocity = 0

    def main():
        # Create Game object
        Game(640, 480, fps=120)

        # Load sprites
        paddle_sprite = sge.Sprite(ID="paddle", width=8, height=48, origin_x=4,
                                   origin_y=24)
        paddle_sprite.draw_rectangle(0, 0, paddle_sprite.width,
                                     paddle_sprite.height, fill="white")
        ball_sprite = sge.Sprite(ID="ball", width=8, height=8, origin_x=4,
                                 origin_y=4)
        ball_sprite.draw_rectangle(0, 0, ball_sprite.width, ball_sprite.height,
                                   fill="white")

        # Load backgrounds
        layers = (sge.BackgroundLayer("ball", sge.game.width / 2, 0, -10000,
                                      xrepeat=False),)
        background = sge.Background (layers, "black")

        # Create objects
        Player(1)
        Player(2)
        glob.ball = Ball()
        objects = (glob.player1, glob.player2, glob.ball)

        # Create rooms
        room1 = sge.Room(objects, background=background)

        sge.game.start()

    if __name__ == '__main__':
        main()

This is a playable Pong game; there are two paddles and a ball, and the ball returns any time it leaves the left or right side of the screen. Unfortunately, though, it is at this point less like Pong and more like the Magnavox Odyssey; there is no scoring, so you have to keep track of this manually, and there is no sound. Let’s fix those problems.

## Adding Scoring

It’s a little weird to have a video game that doesn’t keep score, so we will now add a proper scoring system to our Pong game. Each player will get one point whenever the ball passes by the other player, and whoever gets 10 points first will win.

Let’s start by defining some constants:

    POINTS_TO_WIN = 10
    TEXT_OFFSET = 16

There are a couple of ways to display the score. The most obvious way is to project the score each frame, but we are instead going to create a custom sprite, an object to display that sprite, and re-draw to it as needed. The reason for this is actually because of the implementation I’m using; the information specific to the Pygame SGE warns that projection methods are inefficient. (In fact, the Pygame SGE implements these methods by creating a whole new sprite and object every single frame, which is an incredibly wasteful method.) Other than that, using this method for more complicated HUDs can prove to be much easier and more organized than projecting directly onto the room, so it’s good to know how to do it.

### HUD sprite and object

First, we need to create the HUD sprite and the HUD object. We will do this in the `main()` function.

Add one more sprite to the list of sprites:

    glob.hud_sprite = sge.Sprite(width=320, height=160, origin_x=160,
                                 origin_y=0)

Create a HUD object:

    hud = sge.StellarClass(sge.game.width / 2, 0, -10, sprite=glob.hud_sprite,
                           detects_collisions=False)

And finally, add the HUD object to the list of initial objects:

    objects = (glob.player1, glob.player2, glob.ball, hud)

We want to put the HUD sprite in a globally-accessible variable because we are going to change the score table by changing the sprite directly. The HUD object, on the other hand, never needs to be changed; it just needs to be in the room.

The size of the HUD sprite is arbitrary. Most of it is going to be invisible, so our only requirement for it is that it needs to be large enough to fit the rendered text.

### Font

Next, we need to load a font. To do so, we will add this (I am putting it between the background and object creations, but you can put them anywhere in `main()` as long as it’s before the game is started):

    # Load fonts
    sge.Font('Liberation Mono', ID="hud", size=48)

For the first argument of `sge.Font.__init__()`, we specify one of two things: either the name of a system font, or the name of a font file that we are distributing with our game in our data folder. For simplicity, we will use a system font for now. I chose Liberation Mono, but you can choose any font you like.

Note

What system fonts are available on a given system is not standardized in any way. If you specify a system font and that system font is not available, the SGE will choose what font to use arbitrarily. For this reason, you should never use system fonts in your games except as a temporary placeholder.

### Score property

Now let’s add score attributes to the players. Because we want to refresh the HUD every time the score changes, we are going to make these score attributes a property of the `Player` class:

    @property
    def score(self):
        return self.v_score

    @score.setter
    def score(self, value):
        if value != self.v_score:
            self.v_score = value
            refresh_hud()

`refresh_hud()` will be the function we define later on to refresh the HUD.

Next, we need to initialize `v_score`. We will do this in the create event:

    def event_create(self):
        self.v_score = 0

The reason we initialize `v_score` directly is because `refresh_hud()` is going to need both player’s scores; if we call it before both players’ scores are initialized, we will get an error.

### Refresh HUD Function

Now that the score property is defined, let’s add that function:

    def refresh_hud():
        # This fixes the HUD sprite so that it displays the correct score.
        glob.hud_sprite.draw_clear()
        x = glob.hud_sprite.width / 2
        glob.hud_sprite.draw_text("hud", str(glob.player1.score), x - TEXT_OFFSET,
                                  TEXT_OFFSET, color="white",
                                  halign=sge.ALIGN_RIGHT, valign=sge.ALIGN_TOP)
        glob.hud_sprite.draw_text("hud", str(glob.player2.score), x + TEXT_OFFSET,
                                  TEXT_OFFSET, color="white",
                                  halign=sge.ALIGN_LEFT, valign=sge.ALIGN_TOP)

First we clear the sprite with `sge.Sprite.draw_clear()`, then we draw both player’s scores on it; player 1’s score goes on the left, and player 2’s score goes on the right. We use `TEXT_OFFSET` to make it look nicer; if you set `TEXT_OFFSET` to `0`, you will notice that it looks a little ugly because the text is right next to the line and right below the top of the screen.

The way it is now, the score won’t start being displayed until someone scores, which is not what we want. To prevent this, we want to call `refresh_hud()` somewhere when the game starts. I am choosing the create event of `Ball`, because the ball is created after both of the players (and so its create event will always execute after both of the player objects’).

### Adding Points

We need to make the players actually get points for the scoring system to be of any use. This is what we currently have in the step event of `Ball`:

    # Scoring
    if self.bbox_right < 0:
        self.serve(-1)
    elif self.bbox_left > sge.game.width:
        self.serve(1)

Let’s add some lines to increase the players’ score:

    # Scoring
    if self.bbox_right < 0:
        glob.player2.score += 1
        self.serve(-1)
    elif self.bbox_left > sge.game.width:
        glob.player1.score += 1
        self.serve(1)

Now, every time the ball passes a player, the opposite player will get a point.

### Win Condition

At this point, the game will go on forever until the players decide to stop. That’s not what we want; we want the first player to get 10 points to be declared the winner. We will handle this in `Ball.serve()`. This is what we have so far:

    def serve(self, direction=1):
        self.x = self.xstart
        self.y = self.ystart

        # Next round
        self.xvelocity = BALL_START_SPEED * direction
        self.yvelocity = 0

Replace that with this:

    def serve(self, direction=1):
        self.x = self.xstart
        self.y = self.ystart

        if (glob.player1.score < POINTS_TO_WIN and
                glob.player2.score < POINTS_TO_WIN):
            # Next round
            self.xvelocity = BALL_START_SPEED * direction
            self.yvelocity = 0
        else:
            # Game Over!
            self.xvelocity = 0
            self.yvelocity = 0
            glob.hud_sprite.draw_clear()
            x = glob.hud_sprite.width / 2
            p1score = glob.player1.score
            p2score = glob.player2.score
            p1text = "WIN" if p1score > p2score else "LOSE"
            p2text = "WIN" if p2score > p1score else "LOSE"
            glob.hud_sprite.draw_text("hud", p1text, x - TEXT_OFFSET,
                                      TEXT_OFFSET, color="white",
                                      halign=sge.ALIGN_RIGHT,
                                      valign=sge.ALIGN_TOP)
            glob.hud_sprite.draw_text("hud", p2text, x + TEXT_OFFSET,
                                      TEXT_OFFSET, color="white",
                                      halign=sge.ALIGN_LEFT,
                                      valign=sge.ALIGN_TOP)
            glob.game_in_progress = False

That’s a lot of extra code. First, we check if both players’ scores are less than `POINTS_TO_WIN`. If it is, that means the game is still in progress, so we start the next round as the function did previously. Otherwise, we stop the ball, and then we draw “WIN” on the winner’s side, and “LOSE” on the loser’s side. I used two conditional expressions to achieve this because it’s quick, and if by some freak accident (perhaps the result of a “2-balls mod” or something) both players get 10 points at the same time, it will be considered a loss for both players.

We will also set `glob.game_in_progress` to False, so that it can be understood by other functions and methods that a game is not currently in progress. We will use this later to give the pause keys a secondary function of starting a new game.

## Adding Sound

There are three sounds we want to add: one for when the ball hits a paddle, one for when the ball hits a wall, and one for when a player scores.

There are many ways you can get these sounds. The easiest way is to find them on a website that has free/libre culture sound effects available. A good place to search for such assets is OpenGameArt.org. Another easy way if you only need simple sound effects, and the method I used, is to generate them with a free/libre program called sfxr. Whatever method you use, once you have your three sound effects, set their file names to “bounce”, “bounce_wall”, and “score”, plus whatever extension is appropriate. Make sure to use a format supported by the SGE implementation used; in my case, I can use WAV and Ogg Vorbis sound effects, and my sound files are all WAV format.

Create a folder in the same location as pong.py called “data”. Within the “data” folder, create another folder called “sounds”.

Note

Directories are not case-sensitive on all file systems; most notably, NTFS (the file system used by Windows) would treat the directory name “data” as being identical to “Data”. However, many other file systems are case-sensitive. On those file systems, “data” is distinct from “Data”. Because of this, don’t get into the habit of capitalizing the names of these folders; it’s “data”, not “Data”, and it’s “sounds”, not “Sounds”.

Put your three sound effects, which in my case are now named “bounce.wav”, “bounce_wall.wav”, and “score.wav”, into data/sounds.

### Loading The Sounds

To use sound effects, we first need to load them. We will do so in the `main()` function. I am putting this code after the code that loads the font and before the code that creates the objects:

    # Load sounds
    glob.bounce_sound = sge.Sound('bounce.wav')
    glob.bounce_wall_sound = sge.Sound('bounce_wall.wav')
    glob.score_sound = sge.Sound('score.wav')

### Playing The Sounds

This part is extremely simple. Just call `sge.Sound.play()` in the proper places.

Here:

    # Scoring
    if self.bbox_right < 0:
        glob.player2.score += 1
        glob.score_sound.play()
        self.serve(-1)
    elif self.bbox_left > sge.game.width:
        glob.player1.score += 1
        glob.score_sound.play()
        self.serve(1)

Here:

    # Bouncing off of the edges
    if self.bbox_bottom > sge.game.height:
        self.bbox_bottom = sge.game.height
        self.yvelocity = -abs(self.yvelocity)
        glob.bounce_wall_sound.play()
    elif self.bbox_top < 0:
        self.bbox_top = 0
        self.yvelocity = abs(self.yvelocity)
        glob.bounce_wall_sound.play()

And here:

    def event_collision(self, other):
        if isinstance(other, Player):
            if other.hit_direction == 1:
                self.bbox_left = other.bbox_right + 1
                self.xvelocity = min(abs(self.xvelocity) + BALL_ACCELERATION,
                                     BALL_MAX_SPEED)
            else:
                self.bbox_right = other.bbox_left - 1
                self.xvelocity = max(-abs(self.xvelocity) - BALL_ACCELERATION,
                                     -BALL_MAX_SPEED)

            self.yvelocity += (self.y - other.y) * PADDLE_VERTICAL_FORCE
            glob.bounce_sound.play()

## Restarting The Game

One last touch: we’re going to allow the game to be restarted. We do this by modifying the key press event for `sge.Game`, specifically the keys that normally pause the game:

    elif key in ('p', 'enter'):
        if glob.game_in_progress:
            self.pause()
        else:
            glob.game_in_progress = True
            self.current_room.start()

If the game is in progress, we pause the game, as before. Otherwise, we set `glob.game_in_progres` to `True` and call the current room’s `start()` method, which resets and starts the room.

## The Final Result

Congratulations! You have completed your first real game. This is the final result:

    #!/usr/bin/env python3

    # Pong
    # Written in 2013 by Julian Marchant <onpon4@riseup.net>
    #
    # To the extent possible under law, the author(s) have dedicated all
    # copyright and related and neighboring rights to this software to the
    # public domain worldwide. This software is distributed without any
    # warranty.
    #
    # You should have received a copy of the CC0 Public Domain Dedication
    # along with this software. If not, see
    # <http://creativecommons.org/publicdomain/zero/1.0/>.

    import sge

    PADDLE_SPEED = 4
    PADDLE_VERTICAL_FORCE = 1 / 12
    BALL_START_SPEED = 2
    BALL_ACCELERATION = 0.2
    BALL_MAX_SPEED = 15
    POINTS_TO_WIN = 10
    TEXT_OFFSET = 16

    class glob:

        # This class is for global variables.  While not necessary, using a
        # container class like this is less potentially confusing than using
        # actual global variables.

        player1 = None
        player2 = None
        ball = None
        hud_sprite = None
        bounce_sound = None
        bounce_wall_sound = None
        score_sound = None
        game_in_progress = True

    class Game(sge.Game):

        def event_key_press(self, key, char):
            if key == 'f8':
                sge.Sprite.from_screenshot().save('screenshot.jpg')
            elif key == 'escape':
                self.event_close()
            elif key in ('p', 'enter'):
                if glob.game_in_progress:
                    self.pause()
                else:
                    glob.game_in_progress = True
                    self.current_room.start()

        def event_close(self):
            m = "Are you sure you want to quit?"
            if sge.show_message(m, ("No", "Yes")):
                self.end()

        def event_paused_key_press(self, key, char):
            if key == 'escape':
                # This allows the player to still exit while the game is
                # paused, rather than having to unpause first.
                self.event_close()
            else:
                self.unpause()

        def event_paused_close(self):
            # This allows the player to still exit while the game is paused,
            # rather than having to unpause first.
            self.event_close()

    class Player(sge.StellarClass):

        @property
        def score(self):
            return self.v_score

        @score.setter
        def score(self, value):
            if value != self.v_score:
                self.v_score = value
                refresh_hud()

        def __init__(self, player=1):
            if player == 1:
                self.up_key = "w"
                self.down_key = "s"
                x = 32
                glob.player1 = self
                self.hit_direction = 1
            else:
                self.up_key = "up"
                self.down_key = "down"
                x = sge.game.width - 32
                glob.player2 = self
                self.hit_direction = -1

            y = sge.game.height / 2
            super().__init__(x, y, 0, sprite="paddle")

        def event_create(self):
            self.v_score = 0

        def event_step(self, time_passed):
            # Movement
            key_motion = (sge.get_key_pressed(self.down_key) -
                          sge.get_key_pressed(self.up_key))

            self.yvelocity = key_motion * PADDLE_SPEED

            # Keep the paddle inside the window
            if self.bbox_top < 0:
                self.bbox_top = 0
            elif self.bbox_bottom > sge.game.height:
                self.bbox_bottom = sge.game.height

    class Ball(sge.StellarClass):

        def __init__(self):
            x = sge.game.width / 2
            y = sge.game.height / 2
            super().__init__(x, y, 1, sprite="ball")

        def event_create(self):
            refresh_hud()
            self.serve()

        def event_step(self, time_passed):
            # Scoring
            if self.bbox_right < 0:
                glob.player2.score += 1
                glob.score_sound.play()
                self.serve(-1)
            elif self.bbox_left > sge.game.width:
                glob.player1.score += 1
                glob.score_sound.play()
                self.serve(1)

            # Bouncing off of the edges
            if self.bbox_bottom > sge.game.height:
                self.bbox_bottom = sge.game.height
                self.yvelocity = -abs(self.yvelocity)
                glob.bounce_wall_sound.play()
            elif self.bbox_top < 0:
                self.bbox_top = 0
                self.yvelocity = abs(self.yvelocity)
                glob.bounce_wall_sound.play()

        def event_collision(self, other):
            if isinstance(other, Player):
                if other.hit_direction == 1:
                    self.bbox_left = other.bbox_right + 1
                    self.xvelocity = min(abs(self.xvelocity) + BALL_ACCELERATION,
                                         BALL_MAX_SPEED)
                else:
                    self.bbox_right = other.bbox_left - 1
                    self.xvelocity = max(-abs(self.xvelocity) - BALL_ACCELERATION,
                                         -BALL_MAX_SPEED)

                self.yvelocity += (self.y - other.y) * PADDLE_VERTICAL_FORCE
                glob.bounce_sound.play()

        def serve(self, direction=1):
            self.x = self.xstart
            self.y = self.ystart

            if (glob.player1.score < POINTS_TO_WIN and
                    glob.player2.score < POINTS_TO_WIN):
                # Next round
                self.xvelocity = BALL_START_SPEED * direction
                self.yvelocity = 0
            else:
                # Game Over!
                self.xvelocity = 0
                self.yvelocity = 0
                glob.hud_sprite.draw_clear()
                x = glob.hud_sprite.width / 2
                p1score = glob.player1.score
                p2score = glob.player2.score
                p1text = "WIN" if p1score > p2score else "LOSE"
                p2text = "WIN" if p2score > p1score else "LOSE"
                glob.hud_sprite.draw_text("hud", p1text, x - TEXT_OFFSET,
                                          TEXT_OFFSET, color="white",
                                          halign=sge.ALIGN_RIGHT,
                                          valign=sge.ALIGN_TOP)
                glob.hud_sprite.draw_text("hud", p2text, x + TEXT_OFFSET,
                                          TEXT_OFFSET, color="white",
                                          halign=sge.ALIGN_LEFT,
                                          valign=sge.ALIGN_TOP)
                glob.game_in_progress = False

    def refresh_hud():
        # This fixes the HUD sprite so that it displays the correct score.
        glob.hud_sprite.draw_clear()
        x = glob.hud_sprite.width / 2
        glob.hud_sprite.draw_text("hud", str(glob.player1.score), x - TEXT_OFFSET,
                                  TEXT_OFFSET, color="white",
                                  halign=sge.ALIGN_RIGHT, valign=sge.ALIGN_TOP)
        glob.hud_sprite.draw_text("hud", str(glob.player2.score), x + TEXT_OFFSET,
                                  TEXT_OFFSET, color="white",
                                  halign=sge.ALIGN_LEFT, valign=sge.ALIGN_TOP)

    def main():
        # Create Game object
        Game(640, 480, fps=120)

        # Load sprites
        paddle_sprite = sge.Sprite(ID="paddle", width=8, height=48, origin_x=4,
                                   origin_y=24)
        paddle_sprite.draw_rectangle(0, 0, paddle_sprite.width,
                                     paddle_sprite.height, fill="white")
        ball_sprite = sge.Sprite(ID="ball", width=8, height=8, origin_x=4,
                                 origin_y=4)
        ball_sprite.draw_rectangle(0, 0, ball_sprite.width, ball_sprite.height,
                                   fill="white")
        glob.hud_sprite = sge.Sprite(width=320, height=160, origin_x=160,
                                     origin_y=0)

        # Load backgrounds
        layers = (sge.BackgroundLayer("ball", sge.game.width / 2, 0, -10000,
                                      xrepeat=False),)
        background = sge.Background (layers, "black")

        # Load fonts
        sge.Font('Liberation Mono', ID="hud", size=48)

        # Load sounds
        glob.bounce_sound = sge.Sound('bounce.wav')
        glob.bounce_wall_sound = sge.Sound('bounce_wall.wav')
        glob.score_sound = sge.Sound('score.wav')

        # Create objects
        Player(1)
        Player(2)
        glob.ball = Ball()
        hud = sge.StellarClass(sge.game.width / 2, 0, -10, sprite=glob.hud_sprite,
                               detects_collisions=False)
        objects = (glob.player1, glob.player2, glob.ball, hud)

        # Create rooms
        room1 = sge.Room(objects, background=background)

        sge.game.start()

    if __name__ == '__main__':
        main()

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