crashtest-r0ket/tools/game/py-pong/pypong/player.py

146 lines
4.5 KiB
Python

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