is among the earliest and most iconic video games within the historical past of digital leisure. In its traditional type, the sport simulates a desk tennis match with two paddles that transfer vertically throughout the display to hit a bouncing ball. Every of the participant controls a paddle and has to bounce the ball again to the opposite participant, or else they provide a degree to the alternative participant.
The historical past of the sport is considerably attention-grabbing. The Pong recreation was created and written by Allan Alcom as a check when he was recruited by Atari. This recreation then grew to become an enormous success, promoting a great deal of machines internationally’s pubs and bars, and it so occurred that the machines would choke with the a great deal of cash individuals would put in, in order that ultimately the bars and pubs’ homeowners needed to name Atari to repair their machines!
On this tutorial, we are going to use Python’s Object Oriented Programming method to code the Pong recreation. That is an intermediate-level Python programming tutorial that requires one to have a preliminary data of Python fundamentals: record, …
Understanding the Challenge
There are a selection of how we are able to code this recreation. We will use the easy technique and do every job step-by-step with the required repetitions, or we are able to use Python’s Object Oriented Programming method to escapre the repetition and have a neat and arranged code. We are going to decide the second choice as this may make the sport’s program extra systematic and fewer messy!
We are going to use Python’s Turtle module for the visible recreation growth. The turtle module is a built-in performance that enables one to visulalize code in a simple method. It principally consists of a turtle that’s drawing shapes and features because it strikes throughout the display based on the coder’s directions. It’s a highly effective software to create beginner-level video games, and get immediate suggestions by means of a visible display.
The next are the important thing duties that we’ll method in an orderly method:
- Creating the Sport Display – that is the display on which the Pong recreation might be displayed
- Creating the Paddle & Paddle Class – that is the code that may create a paddle on display, and configure its actions, which we are going to convert to a category as a blueprint to create 2 paddles, one on the left facet and the opposite on the correct facet
- Creating the Ball Class and Objects – persevering with with the OOP method, we are going to create a generic ball class after which create the ball that may transfer throughout the display, we can even outline its related strategies
- Detecting Collision of Ball with Prime/Backside Wall -this is the piece of code that may detect collision with the higher and decrease partitions, and if collision happens, it’s going to make the ball bounce throughout the y-axis
- Detecting Collision with Paddle – that is the piece of code that may detect whether or not the ball collides with the paddle. If sure, it’s going to make the ball bounce; else, if the paddles misses the ball, it’s going to give a rating to the alternative participant and restart the sport with the ball on the centre.
- Creating the Scoreboard Class and Object – that is the piece of code that features the creation of the Scoreboard class in a separate Python file and the creation of its object in the primary recreation file.
Creating the Sport Display
The primary job is to create the sport display. This display might be rectangular in form, as in the actual recreation. We are going to first import the turtle module in or code and use its Display class to create the display object and customise it to have a width of 800px and a top of 600px utilizing the Display class setup() technique. We are going to set the background coloration to black utilizing the bgcolor() technique, and title the display as “Pong Sport” utilizing the title() technique. Beneath is the code, the place now we have created the display object:
from turtle import Turtle, Display
#Organising the Sport Display
display = Display()
display.setup(width=800, top=600)
display.bgcolor("black")
display.title("Pong Sport")
display.exitonclick()
Discover that now we have written the final line the place now we have used the display’s exitonclick() technique in order to make sure the display will stay there till we click on on it.
Should you discover any confusion within the above strategies, be at liberty to take a look at the official documentation of the Turtle Module from right here.
Following is the output as we run this system:

Creating the Paddle & Paddle Class
The following job is to create a paddle, which is a rectangular-shaped object at either side of the Sport Display. We are going to create this paddle utilizing the turtle module’s form() perform, and customise it to be white in coloration utilizing the coloration() technique, and use the shapesize() technique to customize it to have a width of 20px and a top of 100px. Discover that now we have handed 5 and 1 because the arguments to the shapesize() technique. It is because the shapesize() will not be in pixels, however in reference to a base of 20px. So to get a size of 100px, we are going to move 5 (as 20px x 5 = 100px). Furthermore, we are going to place it such that originally of the sport it’s in the course of the correct facet, that’s, a y coordinate of 0 and an x coordinate of 350 (bear in mind our display is 800px extensive). We are going to use the penup() technique to take away the turtle’s hint and make it transfer to the specified location utilizing the goto() technique.
#Creating the Paddle
paddle = Turtle()
paddle.form("sq.")
paddle.coloration("white")
paddle.shapesize(5,1)
paddle.penup()
paddle.goto(350,0)
The next is the output of the above code. We will see a paddle created on the Sport Display on the proper facet, with none turtle hint.

Working the above code will create the paddle. Nevertheless, we are able to see that the paddle is first created, after which it goes to its location. With a purpose to flip off the animation, we are going to add the display’s class tracer() technique in our code. This can even require us to replace the display manually:
#Retain the Unique Code
display.tracer(0)
display.replace()
display.exitonclick()
Calling the tracer() technique and passing it a worth of 0 will flip off the animation.
As soon as now we have created the paddle and up to date the display by turning off the animations, subsequent is to configure the paddle actions. To do that, we are going to use display listeners. The display’s class hear() technique permits us to take heed to keyboard occasions, and the onkey() technique permits us to name an outlined perform every time a specific secret’s pressed. We are going to thus outline the go_up and go_down capabilities that may make the paddle transfer up and down alongside the y-axis.
def go_up():
new_y = paddle.ycor() + 40
paddle.goto(paddle.xcor(), new_y)
def go_down():
new_y = paddle.ycor() - 40
paddle.goto(paddle.xcor(),new_y)
As could be seen, now we have outlined the paddle’s up and down motion perform by making it transfer 40px vertically from its unique place. Subsequent, we are going to use the display listeners functionality to permit these capabilities to be known as on urgent keyboard keys.
display.hear()
display.onkey(paddle.go_up, "Up")
display.onkey(paddle.go_down, "Down")

Now that now we have created the paddle and configured the mechanism of its motion, allow us to now shift our code to Object Oriented Programming Method. It is because we are going to want 2 paddles for the sport, and having a generic blueprint that creates paddles immediately will make our job simpler. We are going to refactor our code to create one other paddle simply. We are going to transfer all of the paddle associated code to a different file and create the padlle class in it.
For the reason that paddles we’re creating are in essence turtle objects, we are going to make this paddle class inherit from the Turtle class. So we are going to create a brand new python file in our PyCharm IDE and once more import the turtle module’s Turtle class on this separate Python file. Subsequent, we are going to use the category creation syntax and def __inti__() to outline the Paddle class. As each the left and proper paddles may have totally different positions throughout the sport display, we are going to add the x and y coordinates as attributes to the category.
Now we are going to use the idea of inheritance in OOP and make the Turtle class the tremendous class, and the paddle class will inherit its attributes and strategies. Subsequent, we are going to simply change the phrase “paddle” in our former code the place we created the paddle with the “self” key phrase.
from turtle import Turtle, Display
class Paddle(Turtle):
def __init__(self,x,y):
# Creating the Paddle Objects
tremendous().__init__()
self.form("sq.")
self.coloration("white")
self.shapesize(5, 1)
self.penup()
self.x = x
self.y = y
self.goto(x,y)
# Configure Paddle Motion
def go_up(self):
new_y = self.ycor() + 40
self.goto(self.xcor(), new_y)
def go_down(self):
new_y = self.ycor() - 40
self.goto(self.xcor(),new_y)
As could be seen above, now we have additionally outlined the 2 strategies of Paddle class. One is the upward motion and the second is the downward motion that now we have already outlined earlier. As soon as the Paddle class is outlined, we are going to create the paddle objects and configure the up and down actions of each paddles:
from paddle import Paddle
# Creating Paddle Objects
left_paddle = Paddle(-350, 0)
right_paddle = Paddle(350, 0)
# Configuring Paddles' Motion
display.hear()
display.onkey(right_paddle.go_up, "Up")
display.onkey(right_paddle.go_down, "Down")
display.onkey(left_paddle.go_up, "w")
display.onkey(left_paddle.go_down, "s")
Working the Sport
With a purpose to run the sport and replace it utilizing the Display’s replace() technique, we are going to outline some time loop that may proceed to run till externally stopped, or when the situation of the loop turns to False.
#Sport is ON:
game_is_on = True
whereas game_is_on:
display.replace()
Now, once you run the primary file, you will note the sport display and paddles created, and the power of the paddles to maneuver.
Create the Ball Class & Objects
Now persevering with on our OOP method to code this recreation, we are going to create the Ball class because the generic blueprint and create the ball object from it in our fundamental Python file. We are going to create the ball as a turtle object, by making the Ball class inherit from the tremendous class Turtle. We are going to use the turtle class’s strategies coloration() and form() to initialize a ball of white coloration in a round form. As earlier than, we are going to use the penup() technique of turtle to cover the turtle’s hint.
from turtle import Turtle
class Ball(Turtle):
def __init__(self):
tremendous().__init__()
self.coloration("white")
self.form("circle")
self.penup()
Now that our ball’s attributes are outlined, we can even create the ball’s strategies of transferring as quickly as the sport begins. The sport will begin with the ball being on the centre of the sport display, and when the display refreshes, will probably be transferring in the correct path first. In our fundamental whereas loop we are going to name this technique so the ball will proceed to maneuver all through when the sport is on, that’s, its x and y coordinates will change at each refresh of the sport display.
The way in which to make the ball transfer is by altering each its x and y coordinates by a sure quantity, allow us to say 10 in the interim. We are going to outline the transfer() technique of the ball and code the above situation:
class Ball(Turtle):
#Retain earlier code
def transfer(self):
new_x = self.xcor() + 10
new_y = self.ycor() + 10
self.goto(new_x, new_y)
We are going to add this technique of the ball object to be known as inside the sport’s whereas loop:
#Sport is ON:
game_is_on = True
whereas game_is_on:
display.replace()
ball.transfer()
On operating the code, we see that the ball vanishes rapidly, and what we’re left with is simply the two paddles.

We will resume the animation by commenting out the display.tracer() strains and rerunning the code. We are going to now see the two paddles and the ball being created and moved.

One other technique to visualise that is utilizing the time module and bringing a delay in the primary whereas loop of the sport. This may be finished as follows (with out commenting out the tracer() perform):
import time
#Retain the Unique Code
#Sport is ON:
game_is_on = True
whereas game_is_on:
time.sleep(0.1)
display.replace()
ball.transfer()
Now you possibly can see that the ball strikes at a slower tempo and we are able to catch it with a paddle.
Detecting Collision of Ball with Prime/Backside Wall
Now that our ball is created and operating, we have to design a mechanism to make the ball bounce when it hits the highest and backside partitions, as for the left and proper partitions, the ball must be caught by the left and proper paddles. If the ball will not be caught, it might imply the opposite participant scores a degree.
So, contemplating that our ball is transferring from the centre of the display to the highest proper nook, and it reaches the nook, it must bounce now. In simple phrases, bouncing would merely be a change of path within the y-axis, because the ball would nonetheless be going ahead within the x-axis. We are going to now outline a brand new technique of the Ball class known as bounce() and name it in the primary recreation loop when the ball reaches the boundary:
from turtle import Turtle
class Ball(Turtle):
def __init__(self):
tremendous().__init__()
self.coloration("white")
self.form("circle")
self.penup()
self.x_move = 10
self.y_move = 10
def transfer(self):
new_x = self.xcor() + self.x_move
new_y = self.ycor() + self.y_move
self.goto(new_x, new_y)
def bounce(self):
self.y_move *= -1
Discover that within the above, now we have outlined 2 new attributes of the Ball class, the x_move and the y_move, and have made them equal to 10. Then, within the transfer() technique, now we have changed the determine of 10 with these attributes. As could be seen, this turns out to be useful for our bounce() technique. Now, every time the ball bounces, it’s going to transfer in the other way to its earlier y place. This merely implies that if the ball goes up, and collides with the wall, the y_move would change from +10 to -10, and the ball will transfer downwards, because the adverse quantity would imply the ball is transferring down. Consequently, a collision with the underside wall would change this y_move from -10 to +10, and the ball will then transfer upwards.
Now, allow us to add this situation in the primary whereas loop:
whereas game_is_on:
#Retain Unique Code
#Detect Collision with Prime and Backside Partitions
if ball.ycor() > 275 or ball.ycor() < -275:
ball.bounce_y()
Within the code above, now we have added the situation of the collision with the partitions to be detected, after which the bounce() technique to be known as. You should utilize any worth for the boundaries, however by means of repeated tries, the worth of 275 is sweet sufficient!

Detecting Collision with Paddle
Now that we all know make the ball bounce from the highest and backside partitions, the following step is to detect a collision with the paddle and make the ball bounce from the paddle. We are going to make use of a similiar technique as earlier than, besides that now we’re speaking concerning the x-axis.
The conventional technique to detect a collision between the ball and the wall is to make use of the gap technique. If the gap between the 2 is lower than a specific amount, we are able to conclude that the two have touched/collided. Nevertheless, know that the distance() perform works by calculating the gap between the facilities of the 2 turtle objects. In our case, one is a 20x20px ball, and the opposite is a 20×200 rectangular paddle. The gap between them would differ alongside the size of the paddle. If the ball hits the paddle on its edge, the gap() technique would fail to conclude that each of them have made contact.
We will add one other situation which might verify if the ball has gone previous a sure level on the x-axis, over to the correct (within the case of the correct paddle), and it’s inside a 50px distance from the paddle, then the ball should have made contact. We are going to add this situation to the primary whereas loop. As soon as the collision is detected, we may have the ball bounce, however this time within the x-direction. Allow us to redefine our bounce capabilities so now we have each bounce capabilities, one for the x-axis when colliding with pthe addle, and the opposite on the y-axis when colliding with the wall:
def bounce_y(self):
self.y_move *= -1
def bounce_x(self):
self.x_move *= -1
whereas game_is_on:
...
# Detect Collision of the Ball with the Proper Paddle
if ball.distance(right_paddle) < 50 and ball.xcor() > 320:
ball.bounce_x()
# Detect Collision of the Ball with the Left Paddle
elif ball.distance(left_paddle) < 50 and ball.xcor() < -320:
ball.bounce_x()
Be aware, now we have added a worth of 320 after some hit and trial and visualizations of the ball colliding with the paddle.

If one of many paddles misses the ball, then the opposite participant will get a degree, and the sport restarts with the ball within the centre. With a purpose to verify if the ball is missed by the paddle, we are able to visualize this by contemplating the ball going past a sure level on the horizontal axis. We all know that the width of the display is 800 and the paddle is at 350 alongside the x-axis, so the paddle really goes from 340 to 360 because it has a width of 20px, so if the ball goes past the 360 x axs, it means the paddles has missed the ball. This could imply we are going to reset the ball to the beginning place on the centre worth (0,0). We are going to outline a reset_position() technique of the ball that might be known as when the above situation is met. Furthermore, we can even add a characteristic that may reverse the ball’s path, so as a substitute of going to the correct, it’s going to go to the left.
Class Ball(Turtle):
...
def reset_position(self):
self.goto(0, 0)
self.bounce_x()
The bounce_x() technique will trigger the ball to reverse path because it did when it might bounce off a paddle. Placing these circumstances within the recreation’s fundamental whereas loop:
whereas game_is_on:
...
# Detect Proper Paddle Lacking the Ball
if ball.xcor() > 380:
ball.reset_position()
# Detect Left Paddle Lacking the Ball
if ball.xcor() < -380:
ball.reset_position()
Working the code above will present us what occurs when a paddle misses the ball; the ball would reverse its path and would go to the opposite padlle. Now all that’s left is to create a scoreboard to retailer and show the rating for every participant.
Creating the Scoreboard
With a purpose to show and replace the rating for every participant, we are going to outline a scoreboard class in a brand new python file. We are going to create the Scoreboard class inheriting from the turtle class, and can outline the attributes that may assist the turtle object to write down. First we are going to initialize the 2 attributes, l_score and r_score and set them to 0 originally of the sport. We are going to outline two strategies, l_point and r_point which might be known as every time a participant misses the ball, and can enhance the factors of the opposite consumer. We can even outline a technique known as update_scoreboard(), and name it when a participant scores a further level. This technique, when known as will merely replace the scoreboard.
Following is the Scoreboard Class creation:
from turtle import Turtle
class Scoreboard(Turtle):
def __init__(self):
tremendous().__init__()
self.coloration("white")
self.penup()
self.hideturtle()
self.l_score = 0
self.r_score = 0
self.update_scoreboard()
def update_scoreboard(self):
self.clear()
self.goto(-100, 200)
self.write(self.l_score, align="middle", font=("Arial", 40, "regular"))
self.goto(100, 200)
self.write(self.r_score, align="middle", font=("Arial", 40, "regular"))
def l_point(self):
self.l_score += 1
self.update_scoreboard()
def r_point(self):
self.r_score += 1
self.update_scoreboard()
The update_scoreboard() technique creates a turtle that writes the rating of each gamers on the primary display. Discover that now we have used the Turtle module’s write() perform in right here.
Subsequent we are going to import and create a scoreboard object in the primary file, and we are going to use this object to entry its strategies, satisfying the 2 circumstances: every time a participant’s paddle misses the ball, the opposite participant would get a degree.
from scoreboard import Scoreboard
#Initializing Scoreboard Object
scoreboard = Scoreboard()
whereas game_is_on:
...
# Detect Proper Paddle Lacking the Ball
if ball.xcor() > 380:
ball.reset_position()
scoreboard.l_point()
# Detect Left Paddle Lacking the Ball
if ball.xcor() < -380:
ball.reset_position()
scoreboard.r_point()
That is the place the sport designing and coding involves its finish. Runing the primary python file will generate the sport display and its elements, with the ball transferring as the sport begins. Now you simply must fins a participant to play this recreation with!
You too can change the velocity of the sport by means of some modifications within the code (that’s so that you can determine!)
Conclusion
On this article, now we have developed the traditional Pong recreation with the assistance of the Python Turtle module. We’ve got used the idea of Object Oriented Programming to create courses, initialize attributes and strategies, and from these courses create objects in the primary recreation file. That is an intermediate-level Python mission, and when you stumbled upon some a part of the code, make sure that to both check with the Python official documentation or revise your primary ideas, notably OOP on this case.

