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#!/usr/bin/python
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import time
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import random
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import sys
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import colorsys
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import blup.frame
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import blup.output
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__numbers = {
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1: [[0,0,1,0,0],[0,0,1,0,0],[0,0,1,0,0],[0,0,1,0,0],[0,0,1,0,0,]],
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2: [[1,1,1,1,1],[0,0,0,0,1],[1,1,1,1,1],[1,0,0,0,0],[1,1,1,1,1,]],
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3: [[1,1,1,1,1],[0,0,0,0,1],[0,0,1,1,1],[0,0,0,0,1],[1,1,1,1,1,]],
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4: [[1,0,0,0,1],[1,0,0,0,1],[1,1,1,1,1],[0,0,0,0,1],[0,0,0,0,1,]],
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5: [[1,1,1,1,1],[1,0,0,0,0],[1,1,1,1,1],[0,0,0,0,1],[1,1,1,1,1,]],
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6: [[1,1,1,1,1],[1,0,0,0,0],[1,1,1,1,1],[1,0,0,0,1],[1,1,1,1,1,]],
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7: [[1,1,1,1,1],[0,0,0,0,1],[0,0,0,0,1],[0,0,0,0,1],[0,0,0,0,1,]],
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8: [[1,1,1,1,1],[1,0,0,0,1],[1,1,1,1,1],[1,0,0,0,1],[1,1,1,1,1,]],
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9: [[1,1,1,1,1],[1,0,0,0,1],[1,1,1,1,1],[0,0,0,0,1],[1,1,1,1,1,]],
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0: [[1,1,1,1,1],[1,0,0,0,1],[1,0,0,0,1],[1,0,0,0,1],[1,1,1,1,1,]],
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}
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class Paddle(object):
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def __init__(self, playground, xpos, ypos, size):
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self.__playground = playground
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self.__xpos = xpos
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self.__size = size
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self.__ypos = ypos
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self.__nextMove = 0
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@property
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def nextMove(self):
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return self.__nextMove
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@nextMove.setter
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def nextMove(self, value):
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if value in [-1, 0, 1]:
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self.__nextMove = value
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else:
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raise ValueError('invalid move')
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@property
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def xpos(self):
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return self.__xpos
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@property
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def ypos(self):
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return self.__ypos
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@property
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def size(self):
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return self.__size
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@property
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def nextMove(self):
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return self.__nextMove
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def containsPoint(self, x, y):
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if x == self.__xpos and y in range(self.__ypos, self.__ypos + self.__size):
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return True
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else:
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return False
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def nextMoveUp(self):
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self.__nextMove = -1
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def nextMoveDown(self):
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self.__nextMove = 1
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def doNextMove(self):
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if self.__nextMove is not 0:
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if self.__nextMove == -1 and self.__ypos > 0:
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self.__ypos -= 1
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elif self.__nextMove == 1 and self.__ypos + self.__size < self.__playground.height:
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self.__ypos += 1
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self.__nextMove = 0
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class Wall(object):
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HORIZONTAL = 1
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VERTICAL = 2
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def __init__(self, orientation):
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self.orientation = orientation
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class Ball(object):
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def __init__(self, playground, xpos, ypos, xspeed, yspeed):
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self.__playground = playground
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self.__xpos = xpos
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self.__ypos = ypos
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self.__xspeed = xspeed
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self.__yspeed = yspeed
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self.__hitCallbacks = []
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@property
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def xpos(self):
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return self.__xpos
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@property
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def ypos(self):
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return self.__ypos
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@property
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def xspeed(self):
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return self.__xspeed
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@property
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def yspeed(self):
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return self.__yspeed
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@xpos.setter
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def xpos(self, value):
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self.__xpos = value
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@ypos.setter
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def ypos(self, value):
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self.__ypos = value
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@xspeed.setter
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def xspeed(self, value):
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self.__xspeed = value
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@yspeed.setter
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def yspeed(self, value):
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self.__yspeed = value
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def addHitCallback(self, callback):
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self.__hitCallbacks.append(callback)
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def doHitCallbacks(self, obj):
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for callback in self.__hitCallbacks:
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callback(obj)
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def move(self, ignorePaddles=False):
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if self.__xspeed == 0 and self.__yspeed == 0:
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return
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foundpos = False
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while not foundpos:
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if self.__xspeed == 0 and self.__yspeed == 0:
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break
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newx = self.__xpos + self.__xspeed
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newy = self.__ypos + self.__yspeed
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newobj = self.__playground.getObjectAtPosition(newx, newy)
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if isinstance(newobj, Wall):
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self.doHitCallbacks(newobj)
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# bounce off at horizontal wall
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if newobj.orientation == Wall.HORIZONTAL:
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self.__yspeed *= -1
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else:
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#self.__xspeed *= -1
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foundpos = True
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elif isinstance(newobj, Paddle) and not ignorePaddles:
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self.doHitCallbacks(newobj)
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self.__xspeed *= -1
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# bounce off at the paddle
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if self.__yspeed == 0:
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if self.__playground.getObjectAtPosition(newobj.xpos, newobj.ypos - 1) is None:
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self.__yspeed = -1
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elif self.__plauground.getObjectAtPosition(newobj.xpos, newobj.ypos + 1) is None:
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self.__yspeed = 1
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else:
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if newobj.xpos < self.__xpos:
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if self.__playground.getObjectAtPosition(self.__xpos - 1, self.__ypos) is None:
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self.__yspeed *= -1
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if newobj.xpos > self.__xpos:
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if self.__playground.getObjectAtPosition(self.__xpos + 1, self.__ypos) is None:
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self.__yspeed *= -1
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if newobj.nextMove != 0 and random.randint(0, 2) == 0:
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self.__yspeed += newobj.nextMove
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elif abs(self.__yspeed) != 1:
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self.__yspeed = 1 if self.__yspeed > 0 else -1
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else:
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adjobj = self.__playground.getObjectAtPosition(newx, self.__ypos)
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if not ignorePaddles and isinstance(adjobj, Paddle):
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self.doHitCallbacks(adjobj)
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self.__xspeed *= -1
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else:
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foundpos = True
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self.__xpos = newx
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self.__ypos = newy
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class Playground(object):
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def __init__(self, width, height, paddlesize=3):
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self.__width = width
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self.__height = height
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paddleLeft = Paddle(self, 0, (height - paddlesize)//2, paddlesize)
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paddleRight = Paddle(self, width - 1, (height - paddlesize)//2, paddlesize)
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self.__paddles = [paddleLeft, paddleRight]
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self.__ball = Ball(self, 0, 0, 1, 1)
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self.__gameTickCallbacks = []
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self.__newRoundCallbacks = []
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@property
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def width(self):
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return self.__width
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@property
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def height(self):
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return self.__height
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@property
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def leftPaddle(self):
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return self.__paddles[0]
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@property
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def rightPaddle(self):
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return self.__paddles[1]
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@property
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def ball(self):
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return self.__ball
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def containsPoint(self, x, y):
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if x >= 0 and x < self.width and y >= 0 and y < self.height:
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return True
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else:
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return False
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def addGameTickCallback(self, callback):
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self.__gameTickCallbacks.append(callback)
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print('registered callback',callback)
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def addNewRoundCallback(self, callback):
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self.__newRoundCallbacks.append(callback)
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def getObjectAtPosition(self, x, y):
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if x >= self.__width or x < 0:
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return Wall(Wall.VERTICAL)
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elif y >= self.__height or y < 0:
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return Wall(Wall.HORIZONTAL)
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elif y == self.__ball.ypos and x == self.__ball.xpos:
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return self.__ball
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else:
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for paddle in self.__paddles:
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if paddle.containsPoint(x, y):
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return paddle
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def play(self, serve=None):
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leftPaddle = self.__paddles[0]
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rightPaddle = self.__paddles[1]
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ball = self.__ball
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if serve not in self.__paddles:
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serve = self.__paddles[random.randint(0, 1)]
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ball.ypos = self.__height // 2
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ball.xpos = self.__width // 2
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if serve == rightPaddle and self.__width % 2 == 1:
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ball.xpos += 1
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ball.yspeed = 0
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if serve == rightPaddle:
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ball.xspeed = 1
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else:
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ball.yspeed = -1
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for callback in self.__newRoundCallbacks:
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callback()
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ticks = 0
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while True:
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ticks += 1
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time.sleep(0.08)
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if ticks %2 == 0:
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ball.move()
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leftPaddle.doNextMove()
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rightPaddle.doNextMove()
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if not self.containsPoint(ball.xpos, ball.ypos):
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break
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for callback in self.__gameTickCallbacks:
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#print(callback)
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callback()
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if ball.xpos >= self.width:
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return leftPaddle
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elif ball.xpos <= 0:
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return rightPaddle
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def getRandomColor(maxval):
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return list(map(lambda x: int(round(x*maxval)), colorsys.hsv_to_rgb(random.random(), 1, 1)))
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#return map(lambda x: int(round(x*maxval)), colorsys.hsv_to_rgb(random.random(), random.random(), random.random()))
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class PlaygroundPainter(object):
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def __init__(self, out, dimension, playground):
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self.__out = out
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self.__playground = playground
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self.__dimension = dimension
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self.__playground.addGameTickCallback(self.update)
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self.__playground.ball.addHitCallback(self.ballhit)
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if dimension.channels == 1:
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self.__ballColor = 1
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self.__paddleColor = 1
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else:
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self.__ballColor = getRandomColor(dimension.depth - 1)
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self.__leftPaddleColor = getRandomColor(dimension.depth - 1)
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self.__rightPaddleColor = getRandomColor(dimension.depth - 1)
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def update(self):
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frame = blup.frame.Frame(self.__dimension)
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#self.__paddleColor = getRandomColor(self.__dimension.depth - 1)
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if self.__dimension.channels == 3:
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for x in range(self.__dimension.width):
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for y in range(self.__dimension.height):
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frame.setPixel(x, y, (0,0,0))
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frame.setPixel(self.__playground.ball.xpos, self.__playground.ball.ypos, self.__ballColor)
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for i in range(self.__playground.leftPaddle.size):
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frame.setPixel(self.__playground.leftPaddle.xpos, self.__playground.leftPaddle.ypos + i, self.__leftPaddleColor)
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for i in range(self.__playground.rightPaddle.size):
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frame.setPixel(self.__playground.rightPaddle.xpos, self.__playground.rightPaddle.ypos + i, self.__rightPaddleColor)
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self.__out.sendFrame(frame)
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def ballhit(self, obj):
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if self.__dimension.channels == 3:
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if isinstance(obj, Paddle):
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self.__ballColor = getRandomColor(self.__dimension.depth - 1)
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if obj.xpos == 0:
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self.__leftPaddleColor = self.__ballColor
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else:
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self.__rightPaddleColor = self.__ballColor
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class PongBot(object):
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def __init__(self, playground, ownPaddle, dullness=0):
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self.__playground = playground
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self.__ownPaddle = ownPaddle
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self.__dullness = dullness
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self.__playground.addGameTickCallback(self.onGameTick)
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self.__playground.addNewRoundCallback(self.onNewRound)
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self.__playground.ball.addHitCallback(self.onHit)
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self.__hitpoint = None
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self.__oldHitpoint = None
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self.__dull = False
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def updateHitpoint(self):
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origball = self.__playground.ball
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ball = Ball(self.__playground, origball.xpos, origball.ypos, origball.xspeed, origball.yspeed)
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ball.move()
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hitpoint = None
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while hitpoint is None:
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if ball.xpos >= self.__playground.width - 1 or ball.xpos <= 0:
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hitpoint = (ball.xpos, ball.ypos)
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break
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ball.move(ignorePaddles=True)
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self.__oldHitpoint = self.__hitpoint
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self.__hitpoint = hitpoint
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def onHit(self, obj):
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print('hit!', obj)
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if isinstance(obj, Paddle) and obj is not self.__ownPaddle:
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self.updateHitpoint()
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if self.__dullness > random.randint(0, 4):
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self.__dull = True
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else:
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self.__dull = False
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def onNewRound(self):
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self.updateHitpoint()
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self.__oldHitpoint = None
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self.__dull = False
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def onGameTick(self):
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#self.updateHitpoint()
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print('hitpoint', self.__hitpoint)
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(hitx, hity) = self.__hitpoint
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if hitx == self.__ownPaddle.xpos:
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if abs(self.__playground.ball.xpos - self.__ownPaddle.xpos) < 15:
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if not self.__dull:
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if not self.__ownPaddle.containsPoint(hitx, hity):
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print('moving!!')
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if self.__ownPaddle.ypos < hity:
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self.__ownPaddle.nextMoveDown()
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else:
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self.__ownPaddle.nextMoveUp()
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else:
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if self.__ownPaddle.containsPoint(hitx, hity):
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print('moving!!')
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if hity < self.__ownPaddle.size:
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self.__ownPaddle.nextMoveDown()
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else:
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self.__ownPaddle.nextMoveUp()
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elif self.__dull:
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r = random.randint(-1, 1)
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if r == -1:
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self.__ownPaddle.nextMoveUp()
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elif r == 1:
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self.__ownPaddle.nextMoveDown()
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def displayScore(out, dimension, leftScore, rightScore, delay=0):
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leftNumber = __numbers[leftScore]
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rightNumber = __numbers[rightScore]
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frame = blup.frame.Frame(dimension)
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if dimension.channels == 1:
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dotcolor = 1
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numcolor = 1
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else:
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dotcolor = getRandomColor(dimension.depth - 1)
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numcolor = getRandomColor(dimension.depth - 1)
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xoffs = (dimension.width - 18) // 2
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yoffs = (dimension.height - 8) // 2
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frame.setPixel(xoffs + 8, yoffs + 1, dotcolor)
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frame.setPixel(xoffs + 9, yoffs + 1, dotcolor)
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frame.setPixel(xoffs + 8, yoffs + 2, dotcolor)
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frame.setPixel(xoffs + 9, yoffs + 2, dotcolor)
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frame.setPixel(xoffs + 8, yoffs + 4, dotcolor)
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frame.setPixel(xoffs + 9, yoffs + 4, dotcolor)
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frame.setPixel(xoffs + 8, yoffs + 5, dotcolor)
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frame.setPixel(xoffs + 9, yoffs + 5, dotcolor)
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for x in range(5):
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|
for y in range(5):
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if leftNumber[y][x] == 1:
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frame.setPixel(xoffs + x+1, yoffs + y+1, numcolor)
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|
if rightNumber[y][x] == 1:
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frame.setPixel(xoffs + x+12, yoffs + y+1, numcolor)
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|
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out.sendFrame(frame)
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|
|
if delay > 0:
|
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|
time.sleep(delay / 1000.0)
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|
|
def main():
|
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|
|
print('running a \'Bot vs. Bot\' round...')
|
|
|
|
#out = blup.output.getOutput('blp:localhost:42421')
|
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|
|
#out = blup.output.getOutput('e3blp:bastel0:4242')
|
|
|
|
out = blup.output.getOutput('e3blp:blinkenbunt:4242')
|
|
|
|
#out = blup.output.getOutput('e3blp:bbunt:42429')
|
|
|
|
#dim = blup.frame.FrameDimension(18, 8, 8, 3)
|
|
|
|
dim = blup.frame.FrameDimension(22, 16, 255, 3)
|
|
|
|
|
|
|
|
playground = Playground(22, 16, paddlesize=4)
|
|
|
|
pp = PlaygroundPainter(out, dim, playground)
|
|
|
|
|
|
|
|
leftPaddle = playground.leftPaddle
|
|
|
|
rightPaddle = playground.rightPaddle
|
|
|
|
ball = playground.ball
|
|
|
|
|
|
|
|
leftBot = PongBot(playground, leftPaddle, 1)
|
|
|
|
rightBot = PongBot(playground, rightPaddle, 1)
|
|
|
|
|
|
|
|
print(playground.play())
|
|
|
|
|
|
|
|
|
|
|
|
if __name__ == '__main__':
|
|
|
|
main()
|
|
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