2011-12-15 20:08:02 +00:00
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import pygame, random
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2011-12-15 20:08:23 +00:00
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import r0ketrem0te.game
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import r0ketrem0te.bridge
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import r0ketrem0te.packets
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import time
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import Queue
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import threading
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2011-12-15 20:08:02 +00:00
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2011-12-15 20:08:23 +00:00
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class Rem0te(object):
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def __init__(self):
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self.maxplayer = 1
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self.players = {}
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self.game = r0ketrem0te.game.Game('/dev/ttyACM0', "pong", 83, 81, (1,2,3,2,1))
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self.queue = Queue.Queue()
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self.game.bridge.registerQueue(self.queue)
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self.game.bridge.registerCallback(self.receivedPacket)
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self.state = 0
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self.checkPlayers()
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def checkPlayers(self):
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toremove = []
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for player in self.players:
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self.players[player]-=1
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if self.players[player] == 0:
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toremove.append(player)
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for player in toremove:
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print "removing player", player
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del self.players[player]
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self.timer = threading.Timer(1, self.checkPlayers)
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self.timer.start()
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def receivedPacket(self, packet):
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if isinstance(packet, r0ketrem0te.packets.Join):
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# flags = 1: join ok
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# flags = 0: join not ok
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flags = 0
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if len(self.players) < self.maxplayer:
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flags = 1
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self.players[packet.id] = 10
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ack = r0ketrem0te.packets.Ack(packet.id, packet.ctr, flags)
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qp = r0ketrem0te.bridge.QueuePacket(
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self.game.channel, self.game.playermac, False, ack)
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self.game.bridge.putInQueue(self.queue, qp)
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elif packet.id in self.players:
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self.players[packet.id] = 10
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if isinstance(packet, r0ketrem0te.packets.Button):
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self.state = packet.button
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def update(self, paddle, game):
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if self.state == 1:
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paddle.direction = -1
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elif self.state == 2:
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paddle.direction = 1
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else:
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paddle.direction = 0
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def hit(self):
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pass
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def lost(self):
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pass
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def won(self):
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pass
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2011-12-15 20:08:02 +00:00
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class BasicAIPlayer(object):
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def __init__(self):
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self.bias = random.random() - 0.5
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self.hit_count = 0
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def update(self, paddle, game):
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# Dead simple AI, waits until the ball is on its side of the screen then moves the paddle to intercept.
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# A bias is used to decide which edge of the paddle is going to be favored.
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if (paddle.rect.x < game.bounds.centerx and game.ball.rect.x < game.bounds.centerx) or (paddle.rect.x > game.bounds.centerx and game.ball.rect.x > game.bounds.centerx):
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delta = (paddle.rect.centery + self.bias * paddle.rect.height) - game.ball.rect.centery
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if abs(delta) > paddle.velocity:
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if delta > 0:
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paddle.direction = -1
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else:
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paddle.direction = 1
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else:
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paddle.direction = 0
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else:
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paddle.direction = 0
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def hit(self):
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self.hit_count += 1
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if self.hit_count > 6:
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self.bias = random.random() - 0.5 # Recalculate our bias, this game is going on forever
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self.hit_count = 0
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def lost(self):
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# If we lose, randomise the bias again
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self.bias = random.random() - 0.5
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def won(self):
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pass
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class KeyboardPlayer(object):
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def __init__(self, input_state, up_key=None, down_key=None):
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self.input_state = input_state
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self.up_key = up_key
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self.down_key = down_key
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def update(self, paddle, game):
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if self.input_state['key'][self.up_key]:
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paddle.direction = -1
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elif self.input_state['key'][self.down_key]:
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paddle.direction = 1
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else:
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paddle.direction = 0
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def hit(self):
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pass
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def lost(self):
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pass
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def won(self):
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pass
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class MousePlayer(object):
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def __init__(self, input_state):
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self.input_state = input_state
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pygame.mouse.set_visible(False)
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def update(self, paddle, game):
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centery = paddle.rect.centery/int(paddle.velocity)
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mousey = self.input_state['mouse'][1]/int(paddle.velocity)
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if centery > mousey:
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paddle.direction = -1
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elif centery < mousey:
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paddle.direction = 1
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else:
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paddle.direction = 0
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def hit(self):
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pass
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def lost(self):
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pass
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def won(self):
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pass
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