As straightforward as a name can get. The objective is to catch the ball in the plank and let it bounce back up. If it falls to the ground, you lose the game.
# import modules from tkinter import Tk, Button, Label from tkinter import Canvas from random import randint # defining Tk from Tkinter tk = Tk() # Set window title and icon tk.title("Catch-The-Ball") tk.iconbitmap("logo-ico.ico") tk.resizable(False, False) # For defining the canvas canvas = Canvas(tk, width=600, height=600, bg='#ffff99') canvas.pack() limit = 0 dist = 5 score = 0 # Class for the Creating and moving ball class Ball: # for creation of ball on the canvas def __init__(self, canvas, x1, y1, x2, y2): self.x1 = x1 self.y1 = y1 self.x2 = x2 self.y2 = y2 self.canvas = canvas self.ball = canvas.create_oval(self.x1, self.y1, self.x2, self.y2, fill="red", tags='dot1') # for moving the ball def move_ball(self): # defining offset offset = 10 global limit # checking if ball lands ground or bar if limit >= 510: global dist, score, next # checking that ball falls on the bar if (dist - offset <= self.x1 and dist + 40 + offset >= self.x2): # incrementing the score score += 10 # dissappear the ball canvas.delete('dot1') ball_set() else: # dissappear the ball canvas.delete('dot1') bar.delete_bar(self) score_board() return limit += 1 # moving the ball in vertical direction # by taking x=0 and y=deltay self.canvas.move(self.ball, 0, 1) # for continuous moving of ball again call move_ball self.canvas.after(10, self.move_ball) class bar: # method for creating bar def __init__(self, canvas, x1, y1, x2, y2): self.x1 = x1 self.y1 = y1 self.x2 = x2 self.y2 = y2 self.canvas = canvas self.rod = canvas.create_rectangle(self.x1, self.y1, self.x2, self.y2, fill="#0000ff", tags='dot2') # method for moving the bar def move_bar(self, num): global dist # checking the forward or backward button if (num == 1): # moving the bar in forward direction by # taking x-axis positive distance and # taking vertical distance y=0 self.canvas.move(self.rod, 20, 0) # incrementing the distance of bar from x-axis dist += 20 else: # moving the bar in backward direction by taking x-axis # negative distance and taking vertical distance y=0 self.canvas.move(self.rod, -20, 0) # decrementing the distance of bar from x-axis dist -= 20 def delete_bar(self): canvas.delete('dot2') # Function to define the dimensions of the ball def ball_set(): global limit limit = 0 value = randint(0, 570) ball1 = Ball(canvas, value, 20, value + 30, 50) ball1.move_ball() # Function for displaying the score # after getting over of the game def score_board(): root2 = Tk() root2.title("Catch-The-Ball") root2.resizable(False, False) canvas2 = Canvas(root2, width=300, height=300) canvas2.pack() w = Label(canvas2, text="\nOOPS...GAME IS OVER\n\nYOUR SCORE = " + str(score) + "\n\n") w.pack() button3 = Button(canvas2, text="PLAY AGAIN", bg="#ffb31a", command=lambda: play_again(root2)) button3.pack() button4 = Button(canvas2, text="EXIT", bg="#ffb31a", command=lambda: exit_handler(root2)) button4.pack() # Function for handling the play again request def play_again(root2): root2.destroy() main() # Function for handling exit request def exit_handler(root2): root2.destroy() tk.destroy() # Main function def main(): global score, dist score = 0 dist = 0 # defining the dimensions of bar bar1 = bar(canvas, 5, 560, 45, 575) button = Button(canvas, text="==>", bg="#00ff00", command=lambda: bar1.move_bar(1)) # placing the buttons at suitable location on the canvas button.place(x=300, y=580) button2 = Button(canvas, text="<==", bg="#00ff00", command=lambda: bar1.move_bar(0)) button2.place(x=260, y=580) ball_set() tk.mainloop() # defining the dimensions of bar if (__name__ == "__main__"): main()