Browse Source

overall improvements

feature/balanceutils
Fr3deric 8 years ago committed by Frederic
parent
commit
03077f7f74
  1. 225
      balancep0ng.py
  2. 796
      pong.py
  3. BIN
      pongblib1.wav

225
balancep0ng.py

@ -0,0 +1,225 @@
#!/usr/bin/python3
import time
import threading
import sys
import os
import configparser
import socket
import struct
import blup.frame
import blup.output
import pong
import subprocess
logo = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[1,1,1,0,1,1,1,1,0,1,0,0,1,0,0,1,1,0],
[1,0,1,0,1,0,0,1,0,1,1,0,1,0,1,0,0,1],
[1,0,1,0,1,0,0,1,0,1,0,1,1,0,1,0,0,0],
[1,1,1,0,1,0,0,1,0,1,0,0,1,0,1,0,1,1],
[1,0,0,0,1,0,0,1,0,1,0,0,1,0,1,0,0,1],
[1,0,0,0,1,1,1,1,0,1,0,0,1,0,0,1,1,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
]
logo_go = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,1,1,0,0,1,1,1,1,0,0,0,0,0],
[0,0,0,0,1,0,0,1,0,1,0,0,1,0,0,0,0,0],
[0,0,0,0,1,0,0,0,0,1,0,0,1,0,0,0,0,0],
[0,0,0,0,1,0,1,1,0,1,0,0,1,0,0,0,0,0],
[0,0,0,0,1,0,0,1,0,1,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,1,0,0,1,1,1,1,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
]
onePlayer = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,1,1,0,0,1,1,1,1,0,0,0,1,1,1,0,0],
[0,1,0,1,0,0,1,0,0,1,0,0,1,0,0,0,1,0],
[0,0,0,1,0,0,1,0,0,1,0,0,0,0,0,1,0,0],
[0,0,0,1,0,0,1,1,1,1,0,0,0,0,1,0,0,0],
[0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0],
[0,0,1,1,1,0,1,0,0,0,0,0,0,0,1,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
]
__MAX_SCORE__ = 5
def mk_logo_frame(dimension, logo):
frame = blup.frame.Frame(dimension)
color = pong.getRandomColor(dimension.depth - 1)
xoffs = (dimension.width - len(logo[0])) // 2
yoffs = (dimension.height - len(logo)) // 2
for x in range(len(logo[0])):
for y in range(len(logo)):
if logo[y][x] == 1:
frame.setPixel(xoffs + x, yoffs + y, color)
return frame
def convertPixels(dimension, pixels, invert=False):
p = []
maxval = dimension.depth - 1
color = pong.getRandomColor(maxval)
for i in range(len(pixels)):
row = []
for j in range(len(pixels[i])):
if pixels[i][j] == (1 if not invert else 0):
row.append(color)
else:
row.append((0,0,0))
p.append(row)
return p
def get_balance_from_sock(sock, player_id):
print('will balance haben...')
sock.send(b'a')
data = sock.recv(4)
p1x, p1y, p2x, p2y = struct.unpack('bbbb', data)
if player_id == 0:
bal = p1y
elif player_id == 1:
bal = p2y
print('balance id=%s balance=%d' % (player_id, bal))
return bal
class BalanceBoardPlayer(object):
def __init__(self, playground, ownPaddle, wiimote_sock, player_id):
self.__playground = playground
self.__ownPaddle = ownPaddle
self.__wiimote = wiimote_sock
self.__ready = False
self.__playground.addGameTickCallback(self.gametickcb)
self.__wiimote_sock = wiimote_sock
self.__player_id = player_id
@property
def ownPaddle(self):
return self.__ownPaddle
@property
def ready(self):
return true
def gametickcb(self):
bal = get_balance_from_sock(self.__wiimote_sock, self.__player_id)
if bal == -128:
print("player %d has quit" % (self.__player_id))
self.__wiimote_sock.close()
sys.exit(1)
MAX_AMPLITUDE = 65
if bal < -MAX_AMPLITUDE:
bal = -MAX_AMPLITUDE
elif bal > MAX_AMPLITUDE:
bal = MAX_AMPLITUDE
bal += MAX_AMPLITUDE
pos = int((bal / (2 * MAX_AMPLITUDE)) * self.__playground.height)
print("player %d pos=%d" % (self.__player_id, pos))
if self.__ownPaddle.ypos > pos:
self.__ownPaddle.nextMoveUp()
elif self.__ownPaddle.ypos < pos:
self.__ownPaddle.nextMoveDown()
class B4lancePong(object):
def __init__(self, out, color=True):
self.__playground = None
self.__out = out
self.__color = color
if color:
self.__dimension = blup.frame.FrameDimension(22, 16, 256, 3)
else:
self.__dimension = blup.frame.FrameDimension(18, 8, 2, 1)
def runGame(self):
print('starting a game...')
scoreLeft = 0
scoreRight = 0
self.__playground = pong.Playground(self.__dimension.width, self.__dimension.height, 5)
pp = pong.PlaygroundPainter(out, self.__dimension, self.__playground)
sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
#sock.connect(('localhost', 4711))
sock.connect(('blinkenbunt', 4711))
print('connected!')
while get_balance_from_sock(sock, 0) == -128:
print('waiting for player...')
time.sleep(1)
self.__players = []
self.__players.append(BalanceBoardPlayer(self.__playground, self.__playground.leftPaddle, sock, 0))
global logo
for i in range(5):
frame = mk_logo_frame(self.__dimension, onePlayer)
self.__out.sendFrame(frame)
print('waiting for second player...')
if get_balance_from_sock(sock, 1) > -128:
self.__players.append(BalanceBoardPlayer(self.__playground, self.__playground.rightPaddle, sock, 1))
break
time.sleep(1)
frame = mk_logo_frame(self.__dimension, logo)
self.__out.sendFrame(frame)
time.sleep(2)
def blib(obj):
if isinstance(obj, pong.Paddle):
subprocess.Popen(['mplayer','pongblib1.wav'])
self.__playground.ball.addHitCallback(blib)
frame = mk_logo_frame(self.__dimension, logo_go)
self.__out.sendFrame(frame)
time.sleep(1)
if len(self.__players) == 1:
bot = pong.PongBot(self.__playground, self.__playground.rightPaddle, 3)
self.__players.append(bot)
while max(scoreLeft, scoreRight) < __MAX_SCORE__:
winner = self.__playground.play()
if winner is self.__players[0].ownPaddle:
scoreLeft += 1
else:
scoreRight += 1
pong.displayScore(self.__out, self.__dimension, scoreLeft, scoreRight, 3000)
for i in range(3):
frame = blup.frame.Frame(self.__dimension)
self.__out.sendFrame(frame)
time.sleep(0.5)
pong.displayScore(self.__out, self.__dimension, scoreLeft, scoreRight, 500)
frame = blup.frame.Frame(self.__dimension)
self.__out.sendFrame(frame)
self.__playground = None
self.__players = []
sock.close()
if len(sys.argv) > 1:
outspec = sys.argv[1]
else:
outspec = 'e3blp:localhost:4242'
out = blup.output.getOutput(outspec)
p0ng = B4lancePong(out, color=True)
while True:
p0ng.runGame()
sys.exit(0)

796
pong.py

@ -10,447 +10,453 @@ import blup.output
__numbers = { __numbers = {
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,]], 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,]],
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,]], 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,]],
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,]], 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,]],
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,]], 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,]],
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,]], 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,]],
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,]], 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,]],
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,]], 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,]],
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,]], 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,]],
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,]], 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,]],
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,]], 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,]],
} }
class Paddle(object): class Paddle(object):
def __init__(self, playground, xpos, ypos, size): def __init__(self, playground, xpos, ypos, size):
self.__playground = playground self.__playground = playground
self.__xpos = xpos self.__xpos = xpos
self.__size = size self.__size = size
self.__ypos = ypos self.__ypos = ypos
self.__nextMove = 0 self.__nextMove = 0
@property @property
def nextMove(self): def nextMove(self):
return self.__nextMove return self.__nextMove
@nextMove.setter @nextMove.setter
def nextMove(self, value): def nextMove(self, value):
if value in [-1, 0, 1]: if value in [-1, 0, 1]:
self.__nextMove = value self.__nextMove = value
else: else:
raise ValueError('invalid move') raise ValueError('invalid move')
@property @property
def xpos(self): def xpos(self):
return self.__xpos return self.__xpos
@property @property
def ypos(self): def ypos(self):
return self.__ypos return self.__ypos
@property @property
def size(self): def size(self):
return self.__size return self.__size
@property @property
def nextMove(self): def nextMove(self):
return self.__nextMove return self.__nextMove
def containsPoint(self, x, y): def containsPoint(self, x, y):
if x == self.__xpos and y in range(self.__ypos, self.__ypos + self.__size): if x == self.__xpos and y in range(self.__ypos, self.__ypos + self.__size):
return True return True
else: else:
return False return False
def nextMoveUp(self): def nextMoveUp(self):
self.__nextMove = -1 self.__nextMove = -1
def nextMoveDown(self): def nextMoveDown(self):
self.__nextMove = 1 self.__nextMove = 1
def doNextMove(self): def doNextMove(self):
if self.__nextMove is not 0: if self.__nextMove is not 0:
if self.__nextMove == -1 and self.__ypos > 0: if self.__nextMove == -1 and self.__ypos > 0:
self.__ypos -= 1 self.__ypos -= 1
elif self.__nextMove == 1 and self.__ypos + self.__size < self.__playground.height: elif self.__nextMove == 1 and self.__ypos + self.__size < self.__playground.height:
self.__ypos += 1 self.__ypos += 1
self.__nextMove = 0 self.__nextMove = 0
class Wall(object): class Wall(object):
HORIZONTAL = 1 HORIZONTAL = 1
VERTICAL = 2 VERTICAL = 2
def __init__(self, orientation): def __init__(self, orientation):
self.orientation = orientation self.orientation = orientation
class Ball(object): class Ball(object):
def __init__(self, playground, xpos, ypos, xspeed, yspeed): def __init__(self, playground, xpos, ypos, xspeed, yspeed):
self.__playground = playground self.__playground = playground
self.__xpos = xpos self.__xpos = xpos
self.__ypos = ypos self.__ypos = ypos
self.__xspeed = xspeed self.__xspeed = xspeed
self.__yspeed = yspeed self.__yspeed = yspeed
self.__hitCallbacks = [] self.__hitCallbacks = []
@property @property
def xpos(self): def xpos(self):
return self.__xpos return self.__xpos
@property @property
def ypos(self): def ypos(self):
return self.__ypos return self.__ypos
@property @property
def xspeed(self): def xspeed(self):
return self.__xspeed return self.__xspeed
@property @property
def yspeed(self): def yspeed(self):
return self.__yspeed return self.__yspeed
@xpos.setter @xpos.setter
def xpos(self, value): def xpos(self, value):
self.__xpos = value self.__xpos = value
@ypos.setter @ypos.setter
def ypos(self, value): def ypos(self, value):
self.__ypos = value self.__ypos = value
@xspeed.setter @xspeed.setter
def xspeed(self, value): def xspeed(self, value):
self.__xspeed = value self.__xspeed = value
@yspeed.setter @yspeed.setter
def yspeed(self, value): def yspeed(self, value):
self.__yspeed = value self.__yspeed = value
def addHitCallback(self, callback): def addHitCallback(self, callback):
self.__hitCallbacks.append(callback) self.__hitCallbacks.append(callback)
def doHitCallbacks(self, obj): def doHitCallbacks(self, obj):
for callback in self.__hitCallbacks: for callback in self.__hitCallbacks:
callback(obj) callback(obj)
def move(self, ignorePaddles=False): def move(self, ignorePaddles=False):
if self.__xspeed == 0 and self.__yspeed == 0: if self.__xspeed == 0 and self.__yspeed == 0:
return return
foundpos = False foundpos = False
while not foundpos: while not foundpos:
if self.__xspeed == 0 and self.__yspeed == 0: if self.__xspeed == 0 and self.__yspeed == 0:
break break
newx = self.__xpos + self.__xspeed newx = self.__xpos + self.__xspeed
newy = self.__ypos + self.__yspeed newy = self.__ypos + self.__yspeed
newobj = self.__playground.getObjectAtPosition(newx, newy) newobj = self.__playground.getObjectAtPosition(newx, newy)
if isinstance(newobj, Wall): if isinstance(newobj, Wall):
self.doHitCallbacks(newobj) self.doHitCallbacks(newobj)
# bounce off at horizontal wall # bounce off at horizontal wall
if newobj.orientation == Wall.HORIZONTAL: if newobj.orientation == Wall.HORIZONTAL:
self.__yspeed *= -1 self.__yspeed *= -1
else: else:
#self.__xspeed *= -1 #self.__xspeed *= -1
foundpos = True foundpos = True
elif isinstance(newobj, Paddle) and not ignorePaddles: elif isinstance(newobj, Paddle) and not ignorePaddles:
self.doHitCallbacks(newobj) self.doHitCallbacks(newobj)
self.__xspeed *= -1 self.__xspeed *= -1
# bounce off at the paddle # bounce off at the paddle
if self.__yspeed == 0: if self.__yspeed == 0:
if self.__playground.getObjectAtPosition(newobj.xpos, newobj.ypos - 1) is None: if self.__playground.getObjectAtPosition(newobj.xpos, newobj.ypos - 1) is None:
self.__yspeed = -1 self.__yspeed = -1
elif self.__plauground.getObjectAtPosition(newobj.xpos, newobj.ypos + 1) is None: elif self.__plauground.getObjectAtPosition(newobj.xpos, newobj.ypos + 1) is None:
self.__yspeed = 1 self.__yspeed = 1
else: else:
if newobj.xpos < self.__xpos: if newobj.xpos < self.__xpos:
if self.__playground.getObjectAtPosition(self.__xpos - 1, self.__ypos) is None: if self.__playground.getObjectAtPosition(self.__xpos - 1, self.__ypos) is None:
self.__yspeed *= -1 self.__yspeed *= -1
if newobj.xpos > self.__xpos: if newobj.xpos > self.__xpos:
if self.__playground.getObjectAtPosition(self.__xpos + 1, self.__ypos) is None: if self.__playground.getObjectAtPosition(self.__xpos + 1, self.__ypos) is None:
self.__yspeed *= -1 self.__yspeed *= -1
if newobj.nextMove != 0 and random.randint(0, 2) == 0: if newobj.nextMove != 0 and random.randint(0, 2) == 0:
self.__yspeed += newobj.nextMove self.__yspeed += newobj.nextMove
elif abs(self.__yspeed) != 1: elif abs(self.__yspeed) != 1:
self.__yspeed = 1 if self.__yspeed > 0 else -1 self.__yspeed = 1 if self.__yspeed > 0 else -1
else: else:
adjobj = self.__playground.getObjectAtPosition(newx, self.__ypos) adjobj = self.__playground.getObjectAtPosition(newx, self.__ypos)
if not ignorePaddles and isinstance(adjobj, Paddle): if not ignorePaddles and isinstance(adjobj, Paddle):
self.doHitCallbacks(adjobj) self.doHitCallbacks(adjobj)
self.__xspeed *= -1 self.__xspeed *= -1
else: else:
foundpos = True foundpos = True
self.__xpos = newx self.__xpos = newx
self.__ypos = newy self.__ypos = newy
class Playground(object): class Playground(object):
def __init__(self, width, height, paddlesize=3): def __init__(self, width, height, paddlesize=3):
self.__width = width self.__width = width
self.__height = height self.__height = height
paddleLeft = Paddle(self, 0, (height - paddlesize)/2, paddlesize) paddleLeft = Paddle(self, 0, (height - paddlesize)//2, paddlesize)
paddleRight = Paddle(self, width - 1, (height - paddlesize)/2, paddlesize) paddleRight = Paddle(self, width - 1, (height - paddlesize)//2, paddlesize)
self.__paddles = [paddleLeft, paddleRight] self.__paddles = [paddleLeft, paddleRight]
self.__ball = Ball(self, 0, 0, 1, 1) self.__ball = Ball(self, 0, 0, 1, 1)
self.__gameTickCallbacks = [] self.__gameTickCallbacks = []
self.__newRoundCallbacks = [] self.__newRoundCallbacks = []
@property @property
def width(self): def width(self):
return self.__width return self.__width
@property @property
def height(self): def height(self):
return self.__height return self.__height
@property @property
def leftPaddle(self): def leftPaddle(self):
return self.__paddles[0] return self.__paddles[0]
@property @property
def rightPaddle(self): def rightPaddle(self):
return self.__paddles[1] return self.__paddles[1]
@property @property
def ball(self): def ball(self):
return self.__ball return self.__ball
def containsPoint(self, x, y): def containsPoint(self, x, y):
if x >= 0 and x < self.width and y >= 0 and y < self.height: if x >= 0 and x < self.width and y >= 0 and y < self.height:
return True return True
else: else:
return False return False
def addGameTickCallback(self, callback): def addGameTickCallback(self, callback):
self.__gameTickCallbacks.append(callback) self.__gameTickCallbacks.append(callback)
print 'registered callback',callback print('registered callback',callback)
def addNewRoundCallback(self, callback): def addNewRoundCallback(self, callback):
self.__newRoundCallbacks.append(callback) self.__newRoundCallbacks.append(callback)
def getObjectAtPosition(self, x, y): def getObjectAtPosition(self, x, y):
if x >= self.__width or x < 0: if x >= self.__width or x < 0:
return Wall(Wall.VERTICAL) return Wall(Wall.VERTICAL)
elif y >= self.__height or y < 0: elif y >= self.__height or y < 0:
return Wall(Wall.HORIZONTAL) return Wall(Wall.HORIZONTAL)
elif y == self.__ball.ypos and x == self.__ball.xpos: elif y == self.__ball.ypos and x == self.__ball.xpos:
return self.__ball return self.__ball
else: else:
for paddle in self.__paddles: for paddle in self.__paddles:
if paddle.containsPoint(x, y): if paddle.containsPoint(x, y):
return paddle return paddle
def play(self, serve=None): def play(self, serve=None):
leftPaddle = self.__paddles[0] leftPaddle = self.__paddles[0]
rightPaddle = self.__paddles[1] rightPaddle = self.__paddles[1]
ball = self.__ball ball = self.__ball
if serve not in self.__paddles: if serve not in self.__paddles:
serve = self.__paddles[random.randint(0, 1)] serve = self.__paddles[random.randint(0, 1)]
ball.ypos = self.__height / 2 ball.ypos = self.__height // 2
ball.xpos = self.__width / 2 ball.xpos = self.__width // 2
if serve == rightPaddle and self.__width % 2 == 1: if serve == rightPaddle and self.__width % 2 == 1:
ball.xpos += 1 ball.xpos += 1
ball.yspeed = 0 ball.yspeed = 0
if serve == rightPaddle: if serve == rightPaddle:
ball.xspeed = 1 ball.xspeed = 1
else: else:
ball.yspeed = -1 ball.yspeed = -1
for callback in self.__newRoundCallbacks: for callback in self.__newRoundCallbacks:
callback() callback()
while True: ticks = 0
time.sleep(0.1) while True:
ball.move() ticks += 1
leftPaddle.doNextMove() time.sleep(0.08)
rightPaddle.doNextMove() if ticks %2 == 0:
ball.move()
if not self.containsPoint(ball.xpos, ball.ypos): leftPaddle.doNextMove()
break rightPaddle.doNextMove()
for callback in self.__gameTickCallbacks: if not self.containsPoint(ball.xpos, ball.ypos):
print callback break
callback()
for callback in self.__gameTickCallbacks:
if ball.xpos >= self.width: print(callback)
return leftPaddle callback()
elif ball.xpos <= 0:
return rightPaddle if ball.xpos >= self.width:
return leftPaddle
elif ball.xpos <= 0:
return rightPaddle
def getRandomColor(maxval): def getRandomColor(maxval):
return map(lambda x: int(round(x*maxval)), colorsys.hsv_to_rgb(random.random(), 1, 1)) return list(map(lambda x: int(round(x*maxval)), colorsys.hsv_to_rgb(random.random(), 1, 1)))
#return map(lambda x: int(round(x*maxval)), colorsys.hsv_to_rgb(random.random(), random.random(), random.random())) #return map(lambda x: int(round(x*maxval)), colorsys.hsv_to_rgb(random.random(), random.random(), random.random()))
class PlaygroundPainter(object): class PlaygroundPainter(object):
def __init__(self, out, dimension, playground): def __init__(self, out, dimension, playground):
self.__out = out self.__out = out
self.__playground = playground self.__playground = playground
self.__dimension = dimension self.__dimension = dimension
self.__playground.addGameTickCallback(self.update) self.__playground.addGameTickCallback(self.update)
self.__playground.ball.addHitCallback(self.ballhit) self.__playground.ball.addHitCallback(self.ballhit)
if dimension.channels == 1: if dimension.channels == 1:
self.__ballColor = 1 self.__ballColor = 1
self.__paddleColor = 1 self.__paddleColor = 1
else: else:
self.__ballColor = getRandomColor(dimension.depth - 1) self.__ballColor = getRandomColor(dimension.depth - 1)
self.__leftPaddleColor = getRandomColor(dimension.depth - 1) self.__leftPaddleColor = getRandomColor(dimension.depth - 1)
self.__rightPaddleColor = getRandomColor(dimension.depth - 1) self.__rightPaddleColor = getRandomColor(dimension.depth - 1)
def update(self): def update(self):
frame = blup.frame.Frame(self.__dimension) frame = blup.frame.Frame(self.__dimension)
#self.__paddleColor = getRandomColor(self.__dimension.depth - 1) #self.__paddleColor = getRandomColor(self.__dimension.depth - 1)
if self.__dimension.channels == 3: if self.__dimension.channels == 3:
for x in range(self.__dimension.width): for x in range(self.__dimension.width):
for y in range(self.__dimension.height): for y in range(self.__dimension.height):
frame.setPixel(x, y, (0,0,0)) frame.setPixel(x, y, (0,0,0))
frame.setPixel(self.__playground.ball.xpos, self.__playground.ball.ypos, self.__ballColor) frame.setPixel(self.__playground.ball.xpos, self.__playground.ball.ypos, self.__ballColor)
for i in range(self.__playground.leftPaddle.size): for i in range(self.__playground.leftPaddle.size):
frame.setPixel(self.__playground.leftPaddle.xpos, self.__playground.leftPaddle.ypos + i, self.__leftPaddleColor) frame.setPixel(self.__playground.leftPaddle.xpos, self.__playground.leftPaddle.ypos + i, self.__leftPaddleColor)
for i in range(self.__playground.rightPaddle.size): for i in range(self.__playground.rightPaddle.size):
frame.setPixel(self.__playground.rightPaddle.xpos, self.__playground.rightPaddle.ypos + i, self.__rightPaddleColor) frame.setPixel(self.__playground.rightPaddle.xpos, self.__playground.rightPaddle.ypos + i, self.__rightPaddleColor)
self.__out.sendFrame(frame) self.__out.sendFrame(frame)
def ballhit(self, obj): def ballhit(self, obj):
if self.__dimension.channels == 3: if self.__dimension.channels == 3:
if isinstance(obj, Paddle): if isinstance(obj, Paddle):
self.__ballColor = getRandomColor(self.__dimension.depth - 1) self.__ballColor = getRandomColor(self.__dimension.depth - 1)
if obj.xpos == 0: if obj.xpos == 0:
self.__leftPaddleColor = self.__ballColor self.__leftPaddleColor = self.__ballColor
else: else:
self.__rightPaddleColor = self.__ballColor self.__rightPaddleColor = self.__ballColor
class PongBot(object): class PongBot(object):
def __init__(self, playground, ownPaddle, dullness=0): def __init__(self, playground, ownPaddle, dullness=0):
self.__playground = playground self.__playground = playground
self.__ownPaddle = ownPaddle self.__ownPaddle = ownPaddle
self.__dullness = dullness self.__dullness = dullness
self.__playground.addGameTickCallback(self.onGameTick) self.__playground.addGameTickCallback(self.onGameTick)
self.__playground.addNewRoundCallback(self.onNewRound) self.__playground.addNewRoundCallback(self.onNewRound)
self.__playground.ball.addHitCallback(self.onHit) self.__playground.ball.addHitCallback(self.onHit)
self.__hitpoint = None self.__hitpoint = None
self.__oldHitpoint = None self.__oldHitpoint = None
self.__dull = False self.__dull = False
def updateHitpoint(self): def updateHitpoint(self):
origball = self.__playground.ball origball = self.__playground.ball
ball = Ball(self.__playground, origball.xpos, origball.ypos, origball.xspeed, origball.yspeed) ball = Ball(self.__playground, origball.xpos, origball.ypos, origball.xspeed, origball.yspeed)
ball.move() ball.move()
hitpoint = None hitpoint = None
while hitpoint is None: while hitpoint is None:
if ball.xpos >= self.__playground.width - 1 or ball.xpos <= 0: if ball.xpos >= self.__playground.width - 1 or ball.xpos <= 0:
hitpoint = (ball.xpos, ball.ypos) hitpoint = (ball.xpos, ball.ypos)
break break
ball.move(ignorePaddles=True) ball.move(ignorePaddles=True)
self.__oldHitpoint = self.__hitpoint self.__oldHitpoint = self.__hitpoint
self.__hitpoint = hitpoint self.__hitpoint = hitpoint
def onHit(self, obj): def onHit(self, obj):
print 'hit!', obj print('hit!', obj)
if isinstance(obj, Paddle) and obj is not self.__ownPaddle: if isinstance(obj, Paddle) and obj is not self.__ownPaddle:
self.updateHitpoint() self.updateHitpoint()
if self.__dullness > random.randint(0, 4): if self.__dullness > random.randint(0, 4):
self.__dull = True self.__dull = True
else: else:
self.__dull = False self.__dull = False
def onNewRound(self): def onNewRound(self):
self.updateHitpoint() self.updateHitpoint()
self.__oldHitpoint = None self.__oldHitpoint = None
self.__dull = False self.__dull = False
def onGameTick(self): def onGameTick(self):
#self.updateHitpoint() #self.updateHitpoint()
print 'hitpoint', self.__hitpoint print('hitpoint', self.__hitpoint)
(hitx, hity) = self.__hitpoint (hitx, hity) = self.__hitpoint
if hitx == self.__ownPaddle.xpos: if hitx == self.__ownPaddle.xpos:
if abs(self.__playground.ball.xpos - self.__ownPaddle.xpos) < 15: if abs(self.__playground.ball.xpos - self.__ownPaddle.xpos) < 15:
if not self.__dull: if not self.__dull:
if not self.__ownPaddle.containsPoint(hitx, hity): if not self.__ownPaddle.containsPoint(hitx, hity):
print 'moving!!' print('moving!!')
if self.__ownPaddle.ypos < hity: if self.__ownPaddle.ypos < hity:
self.__ownPaddle.nextMoveDown() self.__ownPaddle.nextMoveDown()
else: else:
self.__ownPaddle.nextMoveUp() self.__ownPaddle.nextMoveUp()
else: else:
if self.__ownPaddle.containsPoint(hitx, hity): if self.__ownPaddle.containsPoint(hitx, hity):
print 'moving!!' print('moving!!')
if hity < self.__ownPaddle.size: if hity < self.__ownPaddle.size:
self.__ownPaddle.nextMoveDown() self.__ownPaddle.nextMoveDown()
else: else:
self.__ownPaddle.nextMoveUp() self.__ownPaddle.nextMoveUp()
elif self.__dull: elif self.__dull:
r = random.randint(-1, 1) r = random.randint(-1, 1)
if r == -1: if r == -1:
self.__ownPaddle.nextMoveUp() self.__ownPaddle.nextMoveUp()
elif r == 1: elif r == 1:
self.__ownPaddle.nextMoveDown() self.__ownPaddle.nextMoveDown()
def displayScore(out, dimension, leftScore, rightScore, delay=0): def displayScore(out, dimension, leftScore, rightScore, delay=0):
leftNumber = __numbers[leftScore] leftNumber = __numbers[leftScore]
rightNumber = __numbers[rightScore] rightNumber = __numbers[rightScore]
frame = blup.frame.Frame(dimension) frame = blup.frame.Frame(dimension)
if dimension.channels == 1: if dimension.channels == 1:
dotcolor = 1 dotcolor = 1
numcolor = 1 numcolor = 1
else: else:
dotcolor = getRandomColor(dimension.depth - 1) dotcolor = getRandomColor(dimension.depth - 1)
numcolor = getRandomColor(dimension.depth - 1) numcolor = getRandomColor(dimension.depth - 1)
frame.setPixel(8, 1, dotcolor) xoffs = (dimension.width - 18) // 2
frame.setPixel(9, 1, dotcolor) yoffs = (dimension.height - 8) // 2
frame.setPixel(8, 2, dotcolor)
frame.setPixel(9, 2, dotcolor)
frame.setPixel(8, 4, dotcolor)
frame.setPixel(9, 4, dotcolor)
frame.setPixel(8, 5, dotcolor)
frame.setPixel(9, 5, dotcolor)
for x in range(5): frame.setPixel(xoffs + 8, yoffs + 1, dotcolor)
for y in range(5): frame.setPixel(xoffs + 9, yoffs + 1, dotcolor)
if leftNumber[y][x] == 1: frame.setPixel(xoffs + 8, yoffs + 2, dotcolor)
frame.setPixel(x+1, y+1, numcolor) frame.setPixel(xoffs + 9, yoffs + 2, dotcolor)
if rightNumber[y][x] == 1: frame.setPixel(xoffs + 8, yoffs + 4, dotcolor)
frame.setPixel(x+12, y+1, numcolor) frame.setPixel(xoffs + 9, yoffs + 4, dotcolor)
frame.setPixel(xoffs + 8, yoffs + 5, dotcolor)
frame.setPixel(xoffs + 9, yoffs + 5, dotcolor)
out.sendFrame(frame) for x in range(5):
if delay > 0: for y in range(5):
time.sleep(delay / 1000.0) if leftNumber[y][x] == 1:
frame.setPixel(xoffs + x+1, yoffs + y+1, numcolor)
if rightNumber[y][x] == 1:
frame.setPixel(xoffs + x+12, yoffs + y+1, numcolor)
out.sendFrame(frame)
if delay > 0:
time.sleep(delay / 1000.0)
def main(): def main():
print 'running a \'Bot vs. Bot\' round...' print('running a \'Bot vs. Bot\' round...')
#out = blup.output.getOutput('blp:localhost:42421') #out = blup.output.getOutput('blp:localhost:42421')
#out = blup.output.getOutput('e3blp:bastel0:4242') #out = blup.output.getOutput('e3blp:bastel0:4242')
out = blup.output.getOutput('e3blp:localhost:4242') out = blup.output.getOutput('e3blp:blinkenbunt:4242')
#out = blup.output.getOutput('e3blp:bbunt:42429') #out = blup.output.getOutput('e3blp:bbunt:42429')
#dim = blup.frame.FrameDimension(18, 8, 8, 3) #dim = blup.frame.FrameDimension(18, 8, 8, 3)
dim = blup.frame.FrameDimension(22, 16, 255, 3) dim = blup.frame.FrameDimension(22, 16, 255, 3)
playground = Playground(22, 16, paddlesize=4) playground = Playground(22, 16, paddlesize=4)
pp = PlaygroundPainter(out, dim, playground) pp = PlaygroundPainter(out, dim, playground)
leftPaddle = playground.leftPaddle leftPaddle = playground.leftPaddle
rightPaddle = playground.rightPaddle rightPaddle = playground.rightPaddle
ball = playground.ball ball = playground.ball
leftBot = PongBot(playground, leftPaddle, 1) leftBot = PongBot(playground, leftPaddle, 1)
rightBot = PongBot(playground, rightPaddle, 1) rightBot = PongBot(playground, rightPaddle, 1)
print playground.play() print(playground.play())
if __name__ == '__main__': if __name__ == '__main__':
main() main()

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