- update todo
- ajout du mode difficile (fait a la main pour corriger par ia) - correction du speedUp de la balle lors d'une collision
This commit is contained in:
+2
-2
@@ -36,8 +36,8 @@ class Ball(Entity):
|
||||
self.screen.blit(self.image, (self.pos.x, self.pos.y))
|
||||
|
||||
def speed_up(self):
|
||||
self.velocity.x = self.velocity.x + .75 if (self.velocity.x > 0) else self.velocity.x - .25
|
||||
self.velocity.y = self.velocity.y + .75 if (self.velocity.y > 0) else self.velocity.y - .25
|
||||
self.velocity.x = self.velocity.x + .75 if (self.velocity.x > 0) else self.velocity.x - .75
|
||||
self.velocity.y = self.velocity.y + .75 if (self.velocity.y > 0) else self.velocity.y - .75
|
||||
|
||||
def move(self, deltatime: float):
|
||||
if (self.velocity.x == 0 and self.velocity.y == 0): # si la balle est a l'arret lui donner un mouvement aléatoire
|
||||
|
||||
+3
-3
@@ -17,7 +17,7 @@ class Game:
|
||||
|
||||
def restart(self):
|
||||
self.running = True
|
||||
self.difficulty = 1 # 0: facile, 1: normal, 2: difficile, change uniquement l'intelligence du bot
|
||||
self.difficulty = 2 # 0: facile, 1: normal, 2: difficile, change uniquement l'intelligence du bot
|
||||
|
||||
self.player: Player = Player(self.screen_manager)
|
||||
self.bot: Player = Player(self.screen_manager, difficulty=self.difficulty, is_ai=True)
|
||||
@@ -36,9 +36,9 @@ class Game:
|
||||
dt_ms: int = self.clock.tick(self.FPS_MAX)
|
||||
dt: float = dt_ms / 1000.0
|
||||
|
||||
self.player.move(dt, self.ball)
|
||||
self.player.move(dt, self.ball, self.player)
|
||||
self.ball.move(dt)
|
||||
self.bot.move(dt, self.ball)
|
||||
self.bot.move(dt, self.ball, self.player)
|
||||
self.player.draw()
|
||||
self.bot.draw()
|
||||
self.ball.draw()
|
||||
|
||||
@@ -1,7 +1,5 @@
|
||||
"""
|
||||
TODO
|
||||
- améliorer l'ia
|
||||
- rendre plus realiste les rebond
|
||||
- modifier déplacement joueur & balle pour utiliser le deltatime
|
||||
- faire un menu style arcade
|
||||
- rendre le jeu plus arcade
|
||||
|
||||
+55
-16
@@ -55,19 +55,54 @@ class Player(Entity):
|
||||
self.pos.x = temps_pos[0]
|
||||
self.pos.y = temps_pos[1]
|
||||
|
||||
def determinate_endx(self, ball:Ball, dist_boty:float, coef_dir:float):
|
||||
"""Determine ou se trouvera la balle en x quand elle sera au niveau du bot quand la balle monte vers le bot"""
|
||||
self.end_ballx = ball.pos.x + (dist_boty / coef_dir) # déterminer ou la ball devrais arriver
|
||||
def _ball_center(self, ball_pos: Tuple[float, float], ball_size: float) -> Tuple[float, float]:
|
||||
return ball_pos[0] + ball_size / 2, ball_pos[1] + ball_size / 2
|
||||
|
||||
def _mirror_x_center(self, x_center: float, radius: float) -> float:
|
||||
min_x: float = radius
|
||||
max_x: float = self.screen.get_width() - radius
|
||||
span: float = max_x - min_x
|
||||
if span <= 0:
|
||||
return min_x
|
||||
|
||||
x_rel: float = x_center - min_x
|
||||
x_mod: float = x_rel % (2 * span)
|
||||
if x_mod <= span:
|
||||
return min_x + x_mod
|
||||
return max_x - (x_mod - span)
|
||||
|
||||
def predict_end_x(self, ball_pos:Tuple[float, float], ball_size:float, velocity_x:float, velocity_y:float, target_center_y:float) -> float:
|
||||
center_x, center_y = self._ball_center(ball_pos, ball_size)
|
||||
if velocity_y == 0:
|
||||
return self._mirror_x_center(center_x, ball_size / 2)
|
||||
|
||||
dt: float = (target_center_y - center_y) / velocity_y
|
||||
predicted_x: float = center_x + velocity_x * dt
|
||||
return self._mirror_x_center(predicted_x, ball_size / 2)
|
||||
|
||||
def determinate_endx(self, ball_pos:Tuple[float, float], ball_size:float, dist_boty:float, coef_dir:float, modify_end_ballx: bool = True) -> float:
|
||||
"""
|
||||
return le delta x de déplacement de la balle
|
||||
Determine ou se trouvera la balle en x quand elle sera au niveau du bot quand la balle monte vers le bot
|
||||
"""
|
||||
dtx: float = (dist_boty / coef_dir)
|
||||
if (modify_end_ballx): self.end_ballx = ball_pos[0] + dtx # déterminer ou la ball devrais arriver
|
||||
|
||||
if (self.end_ballx < 0): # Si la balle devrait collisionner avec le mur de gauche
|
||||
collisiony: float = ball.pos.y + (coef_dir * (ball.pos.x - (ball.size / 2))) # Calculer a quelle hauteur la balle va collisionner avec le mur
|
||||
dist_boty = (self.pos.y - self.size[1]) - (collisiony - (ball.size / 2))
|
||||
self.end_ballx = ball.pos.x + (dist_boty / -coef_dir) # déterminer ou la ball devrais arriver
|
||||
elif (self.end_ballx > self.screen.get_width() + (ball.size / 2)): # Si la balle devrait collisionner avec le mur de droite
|
||||
collisiony: float = ball.pos.y + (coef_dir * (self.screen.get_width() - (ball.pos.x - (ball.size / 2)))) # Calculer a quelle hauteur la balle va collisionner avec le mur
|
||||
self.end_ballx = ball.pos.x + (dist_boty / -coef_dir) # déterminer ou la ball devrais arriver
|
||||
collisiony: float = ball_pos[1] + (coef_dir * (ball_pos[0] - (ball_size / 2))) # Calculer a quelle hauteur la balle va collisionner avec le mur
|
||||
dist_boty = (self.pos.y - self.size[1]) - (collisiony - (ball_size / 2))
|
||||
dtx = (dist_boty / -coef_dir)
|
||||
if (modify_end_ballx): self.end_ballx = ball_pos[0] + dtx # déterminer ou la ball devrais arriver
|
||||
return dtx
|
||||
elif (self.end_ballx > self.screen.get_width() + (ball_size / 2)): # Si la balle devrait collisionner avec le mur de droite
|
||||
collisiony: float = ball_pos[1] + (coef_dir * (self.screen.get_width() - (ball_pos[0] - (ball_size / 2)))) # Calculer a quelle hauteur la balle va collisionner avec le mur
|
||||
dtx = (dist_boty / -coef_dir)
|
||||
if (modify_end_ballx): self.end_ballx = ball_pos[0] + (dist_boty / -coef_dir) # déterminer ou la ball devrais arriver
|
||||
return dtx
|
||||
|
||||
def ia_move(self, deltatime:float, ball:Ball):
|
||||
return dtx
|
||||
|
||||
def ia_move(self, deltatime:float, ball:Ball, player:Player):
|
||||
"""
|
||||
- mode facile :
|
||||
le bot essaye juste de ce mettre ou se trouve la balle en temps reelle
|
||||
@@ -85,9 +120,8 @@ class Player(Entity):
|
||||
# IA en mode normal && difficile
|
||||
if (self.difficulty > 0):
|
||||
if (ball.velocity.y < 0): # Si la balle va vers le bot (en gros, monte)
|
||||
coef_dir: float = ball.velocity.y / ball.velocity.x # Calculer le coef directeur de la droite qui suit le vecteur mouvement de la balle
|
||||
dist_boty: float = (self.pos.y - self.size[1]) - (ball.pos.y - (ball.size / 2)) # La distance en yqui séparre le bot et la balle
|
||||
self.determinate_endx(ball=ball, dist_boty=dist_boty, coef_dir=coef_dir)
|
||||
target_center_y: float = self.pos.y + self.size[1] + (ball.size / 2)
|
||||
self.end_ballx = self.predict_end_x(ball_pos=(ball.pos.x, ball.pos.y), ball_size=ball.size, velocity_x=ball.velocity.x, velocity_y=ball.velocity.y, target_center_y=target_center_y)
|
||||
# else: self.end_ballx = round(self.screen.get_size()[0] / 2)
|
||||
|
||||
if (self.end_ballx < self.pos.x + self.size[0] / 2): self.velocity.x -= self.speed * deltatime
|
||||
@@ -95,7 +129,12 @@ class Player(Entity):
|
||||
|
||||
if (self.difficulty == 2): # Le mode difficile
|
||||
if (ball.velocity.y > 0): # Quand la balle se dirige vers le joueur
|
||||
pass
|
||||
player_contact_center_y: float = player.pos.y - (ball.size / 2)
|
||||
impact_center_x: float = self.predict_end_x(ball_pos=(ball.pos.x, ball.pos.y), ball_size=ball.size, velocity_x=ball.velocity.x, velocity_y=ball.velocity.y, target_center_y=player_contact_center_y)
|
||||
|
||||
target_center_y: float = self.pos.y + self.size[1] + (ball.size / 2)
|
||||
impact_top_left: Tuple[float, float] = (impact_center_x - (ball.size / 2), player_contact_center_y - (ball.size / 2))
|
||||
self.end_ballx = self.predict_end_x(ball_pos=impact_top_left, ball_size=ball.size, velocity_x=ball.velocity.x, velocity_y=-ball.velocity.y, target_center_y=target_center_y)
|
||||
|
||||
self.apply_move(deltatime)
|
||||
|
||||
@@ -115,8 +154,8 @@ class Player(Entity):
|
||||
|
||||
self.apply_move(deltatime)
|
||||
|
||||
def move(self, deltatime: float, ball: Ball):
|
||||
def move(self, deltatime: float, ball: Ball, player:Player):
|
||||
if (self.is_ai):
|
||||
self.ia_move(deltatime, ball)
|
||||
self.ia_move(deltatime, ball, player)
|
||||
else:
|
||||
self.player_move(deltatime)
|
||||
Reference in New Issue
Block a user