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Python Projects for Kids

You're reading from   Python Projects for Kids Unleash Python and take your small readers on an adventurous ride through the world of programming

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Product type Paperback
Published in Apr 2016
Publisher Packt
ISBN-13 9781782175063
Length 192 pages
Edition 1st Edition
Languages
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Author (1):
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Jessica Ingrassellino Jessica Ingrassellino
Author Profile Icon Jessica Ingrassellino
Jessica Ingrassellino
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Toc

Table of Contents (13) Chapters Close

Preface 1. Welcome! Let's Get Started 2. Variables, Functions, and Users FREE CHAPTER 3. Calculate This! 4. Making Decisions – Python Control Flows 5. Loops and Logic 6. Working with Data – Lists and Dictionaries 7. What's in Your Backpack? 8. pygame 9. Tiny Tennis 10. Keep Coding! A. Quick Task Answers Index

Section 4 – draw screen and track the score


So, we know that the ball bounces off the top and bottom of the screen as well as off the paddles. However, if the user misses the ball with the paddle, what happens to the ball? What happens to the player and their score?

In this section of the game, we use the location of the x coordinates to determine whether the ball is on the screen or it has gone past the paddles and is outside the screen. We use our if statement to tell the computer what to do. The x axis 0 coordinate is the left-most side of the screen. If the ball's x value is less than 0, then the player on the other side (player 2) has scored a point because player 1 failed to block the ball. If you read the lines of code, you will notice that we reset the ball_x and ball_y coordinates to the center of the screen so that a new game can start. Copy the next four lines of code to place this logic into the game:

    if ball_x <= 0:
      player2_score += 1
      ball_x = int(screen_width...
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