Moving the Paddles - Keyboard Input - Demo 04

Objective

Add movement to the paddles using keyboard input.

Demo 01

Demo 04

How to Execute

Load src/modelviewprojection/demo04.py in Spyder and hit the play button.

Move the Paddles using the Keyboard

Keyboard Input

Action

w

Move Left Paddle Up

s

Move Left Paddle Down

k

Move Right Paddle Down

i

Move Right Paddle Up

Paddles which don’t move are quite boring. Let’s make them move up or down by getting keyboard input.

And while we are at it, let’s go ahead and create data structures for a Vector, and for the collection of vertices that make up a Paddle.

Code

Data Structures

Here we use dataclasses, which automatically creates on the class a constructor, accessor methods, and pretty-printer. This saves a lot of boiler plate code.

src/modelviewprojection/demo04.py
102@dataclass
103class Vector:
104    x: float
105    y: float
106
107
src/modelviewprojection/demo04.py
112@dataclass
113class Paddle:
114    vertices: list[Vector]
115    color: Color3
116
117

Although Python is a dynamically-typed language, we can add type information as helpful hints to the reader, and for use with static type-checking tools for Python, such as mypy.

src/modelviewprojection/demo04.py
121paddle1 = Paddle(
122    vertices=[
123        Vector(x=-1.0, y=-0.3),
124        Vector(x=-0.8, y=-0.3),
125        Vector(x=-0.8, y=0.3),
126        Vector(x=-1.0, y=0.3),
127    ],
128    color=Color3(r=0.578123, g=0.0, b=1.0),
129)
130
131paddle2 = Paddle(
132    vertices=[
133        Vector(0.8, -0.3),
134        Vector(1.0, -0.3),
135        Vector(1.0, 0.3),
136        Vector(0.8, 0.3),
137    ],
138    color=Color3(r=1.0, g=1.0, b=0.0),
139)
  • Create two instances of a Paddle.

I make heavy use of keyword arguments in Python.

Notice that I am nesting the constructors. I could have instead have written the construction of paddle1 like this:

x = -0.8
y = 0.3
vector_a = Vector(x, y)
x = -1.0
y = 0.3
vector_b = Vector(x, y)
x = -1.0
y = -0.3
vector_c = Vector(x, y)
x = -0.8
y = -0.3
vector_d = Vector(x, y)
vector_list = list(vector_a, vector_b, vector_c, vector_d)
r = 0.57
g = 0.0
b = 1.0
paddle1 = Paddle(vector_list, r, g, b)

But then I would have many local variables, some of whose values change frequently over time, and most of which are single use variables. By nesting the constructors as the author has done above, the author minimizes those issues at the expense of requiring a degree on non-linear reading of the code, which gets easy with practice.

Query User Input and Use It To Animate

\[\vec{x'} = \vec{t}(\vec{x}; \vec{c}) = \vec{x} + \vec{c}\]
\[\begin{split}\begin{bmatrix} x_{1} \\ x_{2} \end{bmatrix} = \vec{t}( \begin{bmatrix} x_{1} \\ x_{2} \end{bmatrix}; \begin{bmatrix} c_{1} \\ c_{2} \end{bmatrix} ) = \begin{bmatrix} x_{1} \\ x_{2} \end{bmatrix} + \begin{bmatrix} {c}_{1} \\ {c}_{2} \end{bmatrix}\end{split}\]
src/modelviewprojection/demo04.py
144def handle_movement_of_paddles() -> None:
145    global paddle1, paddle2
146    if glfw.get_key(window, glfw.KEY_S) == glfw.PRESS:
147        for v in paddle1.vertices:
148            v.x += 0.0
149            v.y -= 0.1
150    if glfw.get_key(window, glfw.KEY_W) == glfw.PRESS:
151        for v in paddle1.vertices:
152            v.x += 0.0
153            v.y += 0.1
154    if glfw.get_key(window, glfw.KEY_K) == glfw.PRESS:
155        for v in paddle2.vertices:
156            v.x += 0.0
157            v.y -= 0.1
158    if glfw.get_key(window, glfw.KEY_I) == glfw.PRESS:
159        for v in paddle2.vertices:
160            v.x += 0.0
161            v.y += 0.1
162
163
  • If the user presses ‘s’ this frame, subtract 0.1 from the y component of each of the vertices in the paddle. If the key continues to be held down over time, this value will continue to decrease.

  • If the user presses ‘w’ this frame, add 0.1 more to the y component of each of the vertices in the paddle

  • If the user presses ‘k’ this frame, subtract .1.

  • If the user presses ‘i’ this frame, add .1 more.

  • when writing to global variables within a nested scope, you need to declare their scope as global at the top of the nested scope. (technically it is not a global variable, it is local to the current python module, but the point remains)

The Event Loop

Monitors can have variable frame-rates, and in order to ensure that movement is consistent across different monitors, we choose to only flush the screen at 60 hertz (frames per second).

src/modelviewprojection/demo04.py
167TARGET_FRAMERATE: int = 60
168
169time_at_beginning_of_previous_frame: float = glfw.get_time()
src/modelviewprojection/demo04.py
173while not glfw.window_should_close(window):
174    while (
175        glfw.get_time()
176        < time_at_beginning_of_previous_frame + 1.0 / TARGET_FRAMERATE
177    ):
178        pass
179
180    time_at_beginning_of_previous_frame = glfw.get_time()
src/modelviewprojection/demo04.py
184    glfw.poll_events()
185
186    width, height = glfw.get_framebuffer_size(window)
187    glViewport(0, 0, width, height)
188    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
src/modelviewprojection/demo04.py
192    draw_in_square_viewport()
src/modelviewprojection/demo04.py
196    handle_movement_of_paddles()
  • We’re still near the beginning of the event loop, and we haven’t drawn the paddles yet. So we call the function to query the user input, which will also modify the vertices’ values if there was input.

src/modelviewprojection/demo04.py
200    glColor3f(*astuple(paddle1.color))
201
202    glBegin(GL_QUADS)
203    for vector in paddle1.vertices:
204        glVertex2f(vector.x, vector.y)
205    glEnd()
  • While rendering, we now loop over the vertices of the paddle. The paddles may be displaced from their original position that was hard-coded, as the callback may have updated the values based off of the user input.

  • When glVertex is now called, we are not directly passing numbers into it, but instead we are getting the numbers from the data structures of Paddle and its associated vertices.

Adding input offset

Adding input offset to Paddle 1

src/modelviewprojection/demo04.py
209    glColor3f(*astuple(paddle2.color))
210
211    glBegin(GL_QUADS)
212    for vector in paddle2.vertices:
213        glVertex2f(vector.x, vector.y)
214    glEnd()
Adding input offset to Paddle 1

Adding input offset to Paddle 2

src/modelviewprojection/demo04.py
218    glfw.swap_buffers(window)