From c1099cd16c61e6a852698bbb6aaff0a5490fe36d Mon Sep 17 00:00:00 2001 From: Tanishq Dubey Date: Sun, 25 Feb 2024 11:05:47 -0500 Subject: [PATCH] dong --- .gitignore | 160 ++++++++++++++++++ main.py | 409 +++++++++++++++++++++++++++++++++++++++++++++++ pyvenv.cfg | 8 + requirements.txt | 2 + 4 files changed, 579 insertions(+) create mode 100644 .gitignore create mode 100644 main.py create mode 100644 pyvenv.cfg create mode 100644 requirements.txt diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..68bc17f --- /dev/null +++ b/.gitignore @@ -0,0 +1,160 @@ +# Byte-compiled / optimized / DLL files +__pycache__/ +*.py[cod] +*$py.class + +# C extensions +*.so + +# Distribution / packaging +.Python +build/ +develop-eggs/ +dist/ +downloads/ +eggs/ +.eggs/ +lib/ +lib64/ +parts/ +sdist/ +var/ +wheels/ +share/python-wheels/ +*.egg-info/ +.installed.cfg +*.egg +MANIFEST + +# PyInstaller +# Usually these files are written by a python script from a template +# before PyInstaller builds the exe, so as to inject date/other infos into it. +*.manifest +*.spec + +# Installer logs +pip-log.txt +pip-delete-this-directory.txt + +# Unit test / coverage reports +htmlcov/ +.tox/ +.nox/ +.coverage +.coverage.* +.cache +nosetests.xml +coverage.xml +*.cover +*.py,cover +.hypothesis/ +.pytest_cache/ +cover/ + +# Translations +*.mo +*.pot + +# Django stuff: +*.log +local_settings.py +db.sqlite3 +db.sqlite3-journal + +# Flask stuff: +instance/ +.webassets-cache + +# Scrapy stuff: +.scrapy + +# Sphinx documentation +docs/_build/ + +# PyBuilder +.pybuilder/ +target/ + +# Jupyter Notebook +.ipynb_checkpoints + +# IPython +profile_default/ +ipython_config.py + +# pyenv +# For a library or package, you might want to ignore these files since the code is +# intended to run in multiple environments; otherwise, check them in: +# .python-version + +# pipenv +# According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control. +# However, in case of collaboration, if having platform-specific dependencies or dependencies +# having no cross-platform support, pipenv may install dependencies that don't work, or not +# install all needed dependencies. +#Pipfile.lock + +# poetry +# Similar to Pipfile.lock, it is generally recommended to include poetry.lock in version control. +# This is especially recommended for binary packages to ensure reproducibility, and is more +# commonly ignored for libraries. +# https://python-poetry.org/docs/basic-usage/#commit-your-poetrylock-file-to-version-control +#poetry.lock + +# pdm +# Similar to Pipfile.lock, it is generally recommended to include pdm.lock in version control. +#pdm.lock +# pdm stores project-wide configurations in .pdm.toml, but it is recommended to not include it +# in version control. +# https://pdm.fming.dev/#use-with-ide +.pdm.toml + +# PEP 582; used by e.g. github.com/David-OConnor/pyflow and github.com/pdm-project/pdm +__pypackages__/ + +# Celery stuff +celerybeat-schedule +celerybeat.pid + +# SageMath parsed files +*.sage.py + +# Environments +.env +.venv +env/ +venv/ +ENV/ +env.bak/ +venv.bak/ + +# Spyder project settings +.spyderproject +.spyproject + +# Rope project settings +.ropeproject + +# mkdocs documentation +/site + +# mypy +.mypy_cache/ +.dmypy.json +dmypy.json + +# Pyre type checker +.pyre/ + +# pytype static type analyzer +.pytype/ + +# Cython debug symbols +cython_debug/ + +# PyCharm +# JetBrains specific template is maintained in a separate JetBrains.gitignore that can +# be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore +# and can be added to the global gitignore or merged into this file. For a more nuclear +# option (not recommended) you can uncomment the following to ignore the entire idea folder. +#.idea/ diff --git a/main.py b/main.py new file mode 100644 index 0000000..8e36761 --- /dev/null +++ b/main.py @@ -0,0 +1,409 @@ +import pygame +import math +from enum import Enum + +# import pprint +# from pygame import gfxdraw + +import numpy as np + +SIZE = (1000, 1000) + +LEFT_COLOR = "#606858" +RIGHT_COLOR = "#F7F9F6" + +BLOCKS_SIZE = 10 + +PADDLE_LENGTH = 100 + +HALF_SPEED = 250 + + +def draw_circle(surface, x, y, radius, color): + pygame.draw.circle(surface, color, (x, y), radius) + # AA Drawing + # gfxdraw.aacircle(surface, x, y, radius, color) + # gfxdraw.filled_circle(surface, x, y, radius, color) + + +def draw_rect(surface, topL, topT, width, height, color, corner_radius=0): + pygame.draw.rect( + surface, + color, + pygame.Rect(topL, topT, width, height), + border_radius=corner_radius, + ) + + +def angle_arccos(v1, v2): + y_diff = v2[1] - v1[1] + x_diff = v2[0] - v1[0] + angle = math.atan2(y_diff, x_diff) + return angle + + +def intersects(rect, r, center): + circle_distance_x = abs(center[0] - rect.centerx) + circle_distance_y = abs(center[1] - rect.centery) + if circle_distance_x > rect.w / 2.0 + r or circle_distance_y > rect.h / 2.0 + r: + return False + if circle_distance_x <= rect.w / 2.0 or circle_distance_y <= rect.h / 2.0: + return True + corner_x = circle_distance_x - rect.w / 2.0 + corner_y = circle_distance_y - rect.h / 2.0 + corner_distance_sq = corner_x**2.0 + corner_y**2.0 + return corner_distance_sq <= r**2.0 + + +class TileType(Enum): + PLAYER = 1 + CPU = 2 + + +class ObjectType(Enum): + PLAYER = 1 + CPU = 2 + + +class Tile: + + def __init__(self, positionx, positiony, sidelength, color, tileType) -> None: + self.x = positionx + self.y = positiony + self.length = sidelength + self.rect = pygame.Rect(positionx, positiony, sidelength, sidelength) + self.color = color + self.tileType = tileType + + +class Paddle: + + def __init__( + self, startx, starty, length, depth, color, radius, initial_vel=300 + ) -> None: + self.x = startx + self.y = starty + self.length = length + self.depth = depth + self.vy = initial_vel + self.color = color + self.radius = radius + self.elasticity = 0.08 + + def draw(self, screen): + draw_rect( + screen, + self.x - (self.depth / 2), + self.y - (self.length / 2), + self.depth, + self.length, + self.color, + corner_radius=self.radius, + ) + + def move(self, dt): + newy = self.y + (self.vy * dt) + if (newy - self.length / 2 <= 0) or (newy + self.length / 2 >= SIZE[0]): + return + self.y = newy + + def set_vel(self, vel): + self.vy = vel + + +class Ball: + + def __init__(self, startx, starty, size, color, charType) -> None: + self.x = startx + self.y = starty + self.radius = size + self.color = pygame.Color(color) + self.mass = 0.25 + self.vx = 0 + self.vy = 0 + self.charType = charType + self.speed = HALF_SPEED + + def draw(self, screen): + draw_circle(screen, self.x, self.y, self.radius, self.color) + + def set_speed(self, speed): + self.speed = speed + + def move(self, grid, object_grid, dt): + # Pretend to move to new location + newx = self.x + (self.vx * dt) + newy = self.y + (self.vy * dt) + + # If we are at the top/bottom edge of the board, flip Y velocity + if newy + self.radius >= SIZE[0] or newy - self.radius <= 0: + self.vy = self.vy * -1.0 + + # Back wall + # TODO: Make this a life or lose condition + if newx + self.radius >= SIZE[0] or newx - self.radius <= 0: + self.vx = self.vx * -1.0 + + grid_x = math.floor(newx / 100) + grid_y = math.floor(newy / 100) + + candidates = [] + if ( + grid[grid_y][grid_x] == TileType.CPU and self.charType == ObjectType.PLAYER + ) or ( + grid[grid_y][grid_x] == TileType.PLAYER and self.charType == ObjectType.CPU + ): + candidates.append(object_grid[grid_y][grid_x]) + if grid_x + 1 < BLOCKS_SIZE: + if self.vx > 0: + if ( + grid[grid_y][grid_x + 1] == TileType.CPU + and self.charType == ObjectType.PLAYER + ) or ( + grid[grid_y][grid_x + 1] == TileType.PLAYER + and self.charType == ObjectType.CPU + ): + candidates.append(object_grid[grid_y][grid_x + 1]) + if grid_x - 1 >= 0: + if self.vx <= 0: + if ( + grid[grid_y][grid_x - 1] == TileType.CPU + and self.charType == ObjectType.PLAYER + ) or ( + grid[grid_y][grid_x - 1] == TileType.PLAYER + and self.charType == ObjectType.CPU + ): + candidates.append(object_grid[grid_y][grid_x - 1]) + if grid_y + 1 < BLOCKS_SIZE: + if self.vy > 0: + if ( + grid[grid_y + 1][grid_x] == TileType.CPU + and self.charType == ObjectType.PLAYER + ) or ( + grid[grid_y + 1][grid_x] == TileType.PLAYER + and self.charType == ObjectType.CPU + ): + candidates.append(object_grid[grid_y + 1][grid_x]) + if grid_y - 1 >= 0: + if self.vy <= 0: + if ( + grid[grid_y - 1][grid_x] == TileType.CPU + and self.charType == ObjectType.PLAYER + ) or ( + grid[grid_y - 1][grid_x] == TileType.PLAYER + and self.charType == ObjectType.CPU + ): + candidates.append(object_grid[grid_y - 1][grid_x]) + + for candidate in candidates: + if intersects(candidate.rect, self.radius, (self.x, self.y)): + + if self.x >= candidate.x and self.x <= (candidate.x + candidate.length): + if (candidate.y + candidate.length) < self.y: + self.vy = self.vy * -1 + if self.y < candidate.y: + self.vy = self.vy * -1 + + if candidate.x > self.x: + self.vx = self.vx * -1.0 + + if (candidate.x + candidate.length) < self.x: + self.vx = self.vx * -1.0 + + if candidate.tileType == TileType.PLAYER: + candidate.tileType = TileType.CPU + candidate.color = RIGHT_COLOR + else: + candidate.tileType = TileType.PLAYER + candidate.color = LEFT_COLOR + + tgrid_x = int(candidate.x / 100) + tgrid_y = int(candidate.y / 100) + if grid[tgrid_y][tgrid_x] == TileType.PLAYER: + grid[tgrid_y][tgrid_x] = TileType.CPU + else: + grid[tgrid_y][tgrid_x] = TileType.PLAYER + break + + self.x = self.x + (self.vx * dt) + self.y = self.y + (self.vy * dt) + + # Fix speed if necessary: + if abs(self.vx) < 3: + if self.vx < 0: + self.vx = -5 + else: + self.vx = 5 + + # Normalize to speed + mag = math.sqrt((self.vx * self.vx) + (self.vy * self.vy)) + if mag != 0: + self.vx = (self.vx / mag) * self.speed + self.vy = (self.vy / mag) * self.speed + + def perform_spawn_hit(self): + forceX = np.random.uniform(low=-50.0, high=50.0) + forceY = np.random.uniform(low=-50.0, high=50.0) + + # Impulse dv = (f * dt)/m + # Assuming dt = 1 + self.vx = (forceX) / self.mass + self.vy = (forceY) / self.mass + + +def ball_paddle_collide(ball: Ball, paddle: Paddle): + pRect = pygame.Rect( + paddle.x - paddle.depth / 2, + paddle.y - paddle.length / 2, + paddle.depth, + paddle.length, + ) + + collide = intersects(pRect, ball.radius, (ball.x, ball.y)) + + if collide: + ball.vx = (ball.vx * -1) + + # Depending on where the ball hit on the paddle + # relative to the center, add more or less vy + mag = (ball.y - paddle.y) / (paddle.length * 1.25) + + ball.vy = ball.vy + (mag * 50) + return True + + return False + + +pygame.init() +screen = pygame.display.set_mode(SIZE) +clock = pygame.time.Clock() + +running = True +dt = 0 + +ball_pos_left = pygame.Vector2(screen.get_width() / 4, screen.get_height() / 2) +ball_pos_right = pygame.Vector2((screen.get_width() / 4) * 3, screen.get_height() / 2) +left_ball = Ball(ball_pos_left.x, ball_pos_left.y, 10, RIGHT_COLOR, ObjectType.PLAYER) +right_ball = Ball(ball_pos_right.x, ball_pos_right.y, 10, LEFT_COLOR, ObjectType.CPU) + +p1 = Paddle(20, screen.get_height() / 2, PADDLE_LENGTH, 20, RIGHT_COLOR, 5, 300) +p2 = Paddle( + screen.get_width() - 20, + screen.get_height() / 2, + PADDLE_LENGTH, + 20, + LEFT_COLOR, + 5, + 300, +) + +p1score = 0 +p2score = 0 + +grid = [[] * BLOCKS_SIZE] + +LENGTH = BLOCKS_SIZE + +A = TileType.PLAYER +B = TileType.CPU + +# Initialize the 2D array with zeros +grid = [[0 for _ in range(LENGTH)] for _ in range(LENGTH)] + +# Determine the midpoint of the array +midpoint = LENGTH // 2 + +# Fill the first half of the array with value A +for i in range(midpoint): + for j in range(LENGTH): + grid[j][i] = A + +# Fill the second half of the grid with value B +for i in range(midpoint, LENGTH): + for j in range(LENGTH): + grid[j][i] = B + + +object_grid = [[0 for _ in range(LENGTH)] for _ in range(LENGTH)] + +for i in range(LENGTH): + for j in range(LENGTH): + if grid[j][i] == TileType.PLAYER: + object_grid[j][i] = Tile(i * 100, j * 100, 100, LEFT_COLOR, TileType.PLAYER) + else: + object_grid[j][i] = Tile(i * 100, j * 100, 100, RIGHT_COLOR, TileType.CPU) + + +BACKGROUND_RIGHT = pygame.Rect( + screen.get_width() / 2, 0, screen.get_width() / 2, screen.get_height() +) + +while running: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + running = False + + # Render grid + for i in range(LENGTH): + for j in range(LENGTH): + t = object_grid[j][i] + draw_rect(screen, t.rect.x, t.rect.y, t.rect.width, t.rect.height, t.color) + + # Draw ball + left_ball.draw(screen) + right_ball.draw(screen) + p1.draw(screen) + p2.draw(screen) + + # input handling + for event in pygame.event.get(): + if event.type == pygame.QUIT: + running = False + p1.set_vel(0) + p2.set_vel(0) + keys = pygame.key.get_pressed() + if keys[pygame.K_w]: + p1.set_vel(-300.0) + if keys[pygame.K_s]: + p1.set_vel(300.0) + if keys[pygame.K_i]: + p2.set_vel(-300.0) + if keys[pygame.K_k]: + p2.set_vel(300.0) + if keys[pygame.K_h]: + left_ball.perform_spawn_hit() + right_ball.perform_spawn_hit() + if keys[pygame.K_q]: + running = False + + # Movement and physics + left_ball.move(grid, object_grid, dt) + right_ball.move(grid, object_grid, dt) + p1.move(dt) + p2.move(dt) + + ball_paddle_collide(left_ball, p1) + ball_paddle_collide(right_ball, p2) + + # Compute Score + + p1score = 0 + p2score = 0 + for i in grid: + for j in i: + if j == TileType.PLAYER: + p1score += 1 + else: + p2score += 1 + + # if your score is higher, your ball is faster + left_ball.set_speed(HALF_SPEED * (p1score/50.0)) + right_ball.set_speed(HALF_SPEED * (p2score/50.0)) + + + pygame.display.flip() + dt = clock.tick(60) / 1000 + print("\x1b[1A\x1b[2K", end="") + print(f"scores -> \t {p1score} ({left_ball.speed}, ({left_ball.vx}, {left_ball.vy}) \t {p2score} ({right_ball.speed}, {right_ball.vx})") + +pygame.quit() diff --git a/pyvenv.cfg b/pyvenv.cfg new file mode 100644 index 0000000..87b6474 --- /dev/null +++ b/pyvenv.cfg @@ -0,0 +1,8 @@ +home = /Library/Developer/CommandLineTools/usr/bin +implementation = CPython +version_info = 3.9.6.final.0 +virtualenv = 20.25.0 +include-system-site-packages = false +base-prefix = /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9 +base-exec-prefix = /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9 +base-executable = /Library/Developer/CommandLineTools/usr/bin/python3 diff --git a/requirements.txt b/requirements.txt new file mode 100644 index 0000000..4e625a4 --- /dev/null +++ b/requirements.txt @@ -0,0 +1,2 @@ +imgui==2.0.0 +pygame==2.5.2