<filename>main.py
import pygame
import tkinter as tk
from ball import Ball
from platform import Platform
from score import Score
from tkinter import messagebox
from Utils.colors import Colors
from Utils.windowconfig import setWindowPositionCentered

class Main:
    width = 350
    height = 500
    
    def __init__(self):
        setWindowPositionCentered(self.width, self.height)
        self.window = pygame.display.set_mode((self.width, self.height))
        pygame.display.set_caption("Ping Pong!")
        pygame.font.init()
        
        # Instantiates components
        self.ball = Ball(self.window)
        platformsX = (350 - 60) // 2
        self.topPlatform = Platform(self.window, platformsX, 0)
        self.bottomPlatform = Platform(self.window, platformsX, 480)
        self.score = Score(self.window)

    def quit(self):
        pygame.quit()
        exit()

    def redrawWindow(self):
        self.window.fill(Colors.white)

    def getPlatformCenterDistanceToBall(self, platform):
        platformCenter = platform.x + platform.width / 2
        return platformCenter - self.ball.x

    def getCollidedIntoBottomPlataform(self):
        circlePoints = self.ball.getCoordinatesPoints()
        platformRight = self.bottomPlatform.x + self.bottomPlatform.width
        for point in circlePoints:
            if point['x'] >= self.bottomPlatform.x and point['x'] <= platformRight and point['y'] > 480 and point['y'] < 490:
                return True

        return False

    def getCollidedIntoTopPlataform(self):
        circlePoints = self.ball.getCoordinatesPoints()
        platformRight = self.topPlatform.x + self.topPlatform.width
        for point in circlePoints:
            if point['x'] >= self.topPlatform.x and point['x'] <= platformRight and point['y'] <= 20 and point['y'] >= 10:
                return True

        return False

    def handleEvents(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.quit()
        
        keys = pygame.key.get_pressed()

        if keys[pygame.K_LEFT]:
            if self.bottomPlatform.x > 0:
                self.bottomPlatform.goLeft()
            
        if keys[pygame.K_RIGHT]:
            if (self.bottomPlatform.x +  self.bottomPlatform.width) < self.width:
                self.bottomPlatform.goRight()
        
        if keys[pygame.K_a]:
            if self.topPlatform.x > 0:
                self.topPlatform.goLeft()
            
        if keys[pygame.K_d]:
            if (self.topPlatform.x +  self.topPlatform.width) < self.width:
                self.topPlatform.goRight()
        
        if keys[pygame.K_ESCAPE]:
            self.quit()

    def updateWindow(self):
        self.redrawWindow()
        self.ball.redraw()
        self.topPlatform.redraw()
        self.bottomPlatform.redraw()
        self.score.redraw()
        pygame.display.update()

    def getYDirection(self):
        if self.ball.y > 250:
            return -1
        return 1

    def getXDirection(self, platform):
        centerDistance = self.getPlatformCenterDistanceToBall(platform)
        if centerDistance == 0:
            return 0

        if centerDistance < 0:
            return 1
            
        if centerDistance > 0:
            return -1

    def getTopScored(self):
        return self.ball.y - self.ball.radius == 500

    def getBottomScored(self):
        return self.ball.y +  self.ball.radius == 0

    def restart(self, y, directionY):
        self.ball.x = 175
        self.ball.y = y
        self.ball.directionX = 0
        self.ball.directionY = directionY
        self.updateWindow()
        pygame.time.wait(500)

    def run(self):
        clock = pygame.time.Clock()
        state = True
        while state:
            clock.tick(500)
            
            self.handleEvents()
            self.ball.move()
            self.updateWindow()

            collidedIntoBottomPlataform = self.getCollidedIntoBottomPlataform()
            collidedIntoTopPlataform = self.getCollidedIntoTopPlataform()
            if collidedIntoBottomPlataform or collidedIntoTopPlataform:
                if collidedIntoBottomPlataform:
                    centerDistance = self.getPlatformCenterDistanceToBall(self.bottomPlatform)
                    platform = self.bottomPlatform
                
                if collidedIntoTopPlataform:
                    centerDistance = self.getPlatformCenterDistanceToBall(self.topPlatform)
                    platform = self.topPlatform

                self.ball.directionY = self.getYDirection()
                self.ball.directionX = self.getXDirection(platform)

                if centerDistance < 0:
                    centerDistance *= -1

                self.ball.speedX = 0

                if centerDistance > 0:
                    if centerDistance > (Platform.width / 2 / 2 / 2):
                        self.ball.speedX = 3

                    if centerDistance > (Platform.width / 2 / 2):
                        self.ball.speedX = 2

                    if centerDistance > (Platform.width / 2):
                        self.ball.speedX = 1
                
            if self.ball.x - self.ball.radius == 0:
                self.ball.directionX = 1

            if self.ball.x + self.ball.radius == self.width:
                self.ball.directionX = -1

            if self.getTopScored():
                self.score.addTop()
                self.restart(420, -1)

            if self.getBottomScored():
                self.score.addBottom()
                self.restart(60, 1)

            # print('direction x: ' + str(self.ball.directionX))
            # print('speed x: ' + str(self.ball.speedX))

main = Main()
main.run()
<filename>main.py
import pygame
import tkinter as tk
from ball import Ball
from platform import Platform
from score import Score
from tkinter import messagebox
from Utils.colors import Colors
from Utils.windowconfig import setWindowPositionCentered

class Main:
    width = 350
    height = 500
    
    def __init__(self):
        setWindowPositionCentered(self.width, self.height)
        self.window = pygame.display.set_mode((self.width, self.height))
        pygame.display.set_caption("Ping Pong!")
        pygame.font.init()
        
        # Instantiates components
        self.ball = Ball(self.window)
        platformsX = (350 - 60) // 2
        self.topPlatform = Platform(self.window, platformsX, 0)
        self.bottomPlatform = Platform(self.window, platformsX, 480)
        self.score = Score(self.window)

    def quit(self):
        pygame.quit()
        exit()

    def redrawWindow(self):
        self.window.fill(Colors.white)

    def getPlatformCenterDistanceToBall(self, platform):
        platformCenter = platform.x + platform.width / 2
        return platformCenter - self.ball.x

    def getCollidedIntoBottomPlataform(self):
        circlePoints = self.ball.getCoordinatesPoints()
        platformRight = self.bottomPlatform.x + self.bottomPlatform.width
        for point in circlePoints:
            if point['x'] >= self.bottomPlatform.x and point['x'] <= platformRight and point['y'] > 480 and point['y'] < 490:
                return True

        return False

    def getCollidedIntoTopPlataform(self):
        circlePoints = self.ball.getCoordinatesPoints()
        platformRight = self.topPlatform.x + self.topPlatform.width
        for point in circlePoints:
            if point['x'] >= self.topPlatform.x and point['x'] <= platformRight and point['y'] <= 20 and point['y'] >= 10:
                return True

        return False

    def handleEvents(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.quit()
        
        keys = pygame.key.get_pressed()

        if keys[pygame.K_LEFT]:
            if self.bottomPlatform.x > 0:
                self.bottomPlatform.goLeft()
            
        if keys[pygame.K_RIGHT]:
            if (self.bottomPlatform.x +  self.bottomPlatform.width) < self.width:
                self.bottomPlatform.goRight()
        
        if keys[pygame.K_a]:
            if self.topPlatform.x > 0:
                self.topPlatform.goLeft()
            
        if keys[pygame.K_d]:
            if (self.topPlatform.x +  self.topPlatform.width) < self.width:
                self.topPlatform.goRight()
        
        if keys[pygame.K_ESCAPE]:
            self.quit()

    def updateWindow(self):
        self.redrawWindow()
        self.ball.redraw()
        self.topPlatform.redraw()
        self.bottomPlatform.redraw()
        self.score.redraw()
        pygame.display.update()

    def getYDirection(self):
        if self.ball.y > 250:
            return -1
        return 1

    def getXDirection(self, platform):
        centerDistance = self.getPlatformCenterDistanceToBall(platform)
        if centerDistance == 0:
            return 0

        if centerDistance < 0:
            return 1
            
        if centerDistance > 0:
            return -1

    def getTopScored(self):
        return self.ball.y - self.ball.radius == 500

    def getBottomScored(self):
        return self.ball.y +  self.ball.radius == 0

    def restart(self, y, directionY):
        self.ball.x = 175
        self.ball.y = y
        self.ball.directionX = 0
        self.ball.directionY = directionY
        self.updateWindow()
        pygame.time.wait(500)

    def run(self):
        clock = pygame.time.Clock()
        state = True
        while state:
            clock.tick(500)
            
            self.handleEvents()
            self.ball.move()
            self.updateWindow()

            collidedIntoBottomPlataform = self.getCollidedIntoBottomPlataform()
            collidedIntoTopPlataform = self.getCollidedIntoTopPlataform()
            if collidedIntoBottomPlataform or collidedIntoTopPlataform:
                if collidedIntoBottomPlataform:
                    centerDistance = self.getPlatformCenterDistanceToBall(self.bottomPlatform)
                    platform = self.bottomPlatform
                
                if collidedIntoTopPlataform:
                    centerDistance = self.getPlatformCenterDistanceToBall(self.topPlatform)
                    platform = self.topPlatform

                self.ball.directionY = self.getYDirection()
                self.ball.directionX = self.getXDirection(platform)

                if centerDistance < 0:
                    centerDistance *= -1

                self.ball.speedX = 0

                if centerDistance > 0:
                    if centerDistance > (Platform.width / 2 / 2 / 2):
                        self.ball.speedX = 3

                    if centerDistance > (Platform.width / 2 / 2):
                        self.ball.speedX = 2

                    if centerDistance > (Platform.width / 2):
                        self.ball.speedX = 1
                
            if self.ball.x - self.ball.radius == 0:
                self.ball.directionX = 1

            if self.ball.x + self.ball.radius == self.width:
                self.ball.directionX = -1

            if self.getTopScored():
                self.score.addTop()
                self.restart(420, -1)

            if self.getBottomScored():
                self.score.addBottom()
                self.restart(60, 1)

            # print('direction x: ' + str(self.ball.directionX))
            # print('speed x: ' + str(self.ball.speedX))

main = Main()
main.run()
# Instantiates components # print('direction x: ' + str(self.ball.directionX)) # print('speed x: ' + str(self.ball.speedX))