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pongAI.py
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import turtle
import os
import tkinter as tk
import random
import random
from math import sin, cos, radians
import math
wn = turtle.Screen()
wn.title("Pong by @jarlen")
wn.bgcolor("black")
wn.setup(width=800, height=600)
wn.tracer(0)
initial_dx = 4
initial_dy = -4
#score
score_a = 0
score_b = 0
#paddle a
paddle_a = turtle.Turtle()
paddle_a.speed(0) #speed of animation
paddle_a.shape("square")
paddle_a.color("white")
paddle_a.shapesize(stretch_wid=6,stretch_len=0.3) #default size is 20px by 20px
paddle_a.penup()
paddle_a.goto(-350,0)
#paddle b
paddle_b = turtle.Turtle()
paddle_b.speed(0) #speed of animation
paddle_b.shape("square")
paddle_b.color("white")
paddle_b.shapesize(stretch_wid=6,stretch_len=0.3) #default size is 20px by 20px
paddle_b.penup()
paddle_b.goto(-350,0)
# Create a new turtle for the trail
#ball
ball = turtle.Turtle()
ball.speed(9)
ball.shape("square")
ball.shapesize(stretch_wid=0.5,stretch_len=0.5) #default size is 20px by 20px
ball.color("white")
ball.penup()
ball.goto(0,0)
# Randomize initial direction
ball.dx = initial_dx * random.choice([1, -1])
ball.dy = initial_dy * random.choice([1, -1])
ball.dx = initial_dx * random.choice([1, -1]) # Randomize initial direction
ball.dy = initial_dy * random.choice([1, -1])
start_angle_deg = 23
start_angle_rad = math.radians(start_angle_deg)
initial_dx = 5 * math.cos(start_angle_rad)
initial_dy = 5 * math.sin(start_angle_rad)
# Randomize initial direction
ball.dx = initial_dx * math.cos(random.choice([1, -1]))
ball.dy = initial_dy * math.sin(random.choice([1, -1]))
#pen
pen = turtle.Turtle()
pen.speed(0)
pen.color("white")
pen.penup()
pen.hideturtle() #hides the turtle
pen.goto(0,260)
pen.write("Player A: 0 Player B: 0", align="center", font=("Courier",24,"normal"))
#functions
def paddle_a_up():
y = paddle_a.ycor()
if y < 250:
y += 5
paddle_a.sety(y)
def paddle_a_down():
y = paddle_a.ycor()
if y > -250:
y -= 5
paddle_a.sety(y)
def paddle_b_up():
y = paddle_b.ycor()
if y < 250:
y += 5
paddle_b.sety(y)
def paddle_b_down():
y = paddle_b.ycor()
if y > -250:
y -= 5
paddle_b.sety(y)
paddle_b.goto(350, 0)
#keyboard binding
wn.listen() #listen for keyboard input
wn.onkeypress(paddle_a_up,"w") #when user presses w, call function paddle_a_up
wn.onkeypress(paddle_a_down,"s")
wn.onkeypress(paddle_b_up,"Up") #when user presses w, call function paddle_a_up
wn.onkeypress(paddle_b_down,"Down")
paddle_a_up_key = False
paddle_a_down_key = False
paddle_b_up_key = False
paddle_b_down_key = False
# Functions to set the state of the keys
def paddle_b_up_press():
global paddle_b_up_key
paddle_b_up_key = True
def paddle_b_up_release():
global paddle_b_up_key
paddle_b_up_key = False
def paddle_b_down_press():
global paddle_b_down_key
paddle_b_down_key = True
def paddle_b_down_release():
global paddle_b_down_key
paddle_b_down_key = False
# Functions to set the state of the keys
def paddle_a_up_press():
global paddle_a_up_key
paddle_a_up_key = True
def paddle_a_up_release():
global paddle_a_up_key
paddle_a_up_key = False
def paddle_a_down_press():
global paddle_a_down_key
paddle_a_down_key = True
def paddle_a_down_release():
global paddle_a_down_key
paddle_a_down_key = False
# Bind the new functions to the key events
wn.listen()
wn.onkeypress(paddle_a_up_press, "w")
wn.onkeyrelease(paddle_a_up_release, "w")
wn.onkeypress(paddle_a_down_press, "s")
wn.onkeyrelease(paddle_a_down_release, "s")
wn.onkeypress(paddle_b_up_press, "Up")
wn.onkeyrelease(paddle_b_up_release, "Up")
wn.onkeypress(paddle_b_down_press, "Down")
wn.onkeyrelease(paddle_b_down_release, "Down")
#main game loop
while True:
wn.update() #everytime the loop runs, it updates the screen
#move the ball
ball.setx(ball.xcor() + ball.dx) #setx is a turtle function
ball.sety(ball.ycor() + ball.dy)
if paddle_a_up_key:
paddle_a_up()
if paddle_a_down_key:
paddle_a_down()
if paddle_b_up_key:
paddle_b_up()
if paddle_b_down_key:
paddle_b_down()
#border checking
if ball.ycor() > 290: #top border
ball.sety(290)
ball.dy *= -1
if ball.ycor() < -290: #bottom border
ball.sety(-290)
ball.dy *= -1
if ball.xcor() > 390: #right border
ball.goto(0,0)
ball.dx = initial_dx * random.choice([1, -1]) # Reset ball speed
ball.dy = initial_dy * random.choice([1, -1]) # Reset ball speed
score_a += 1
pen.clear() #clears the previous score
pen.write("Player A: {} Player B: {}".format(score_a,score_b), align="center", font=("Courier",24,"normal"))
if ball.xcor() < -390: #left border
ball.goto(0,0)
ball.dx = -initial_dx * random.choice([1, -1]) # Reset ball speed
ball.dy = initial_dy * random.choice([1, -1]) # Reset ball speed
score_b += 1
pen.clear() #clears the previous score
pen.write("Player A: {} Player B: {}".format(score_a,score_b), align="center", font=("Courier",24,"normal"))
#paddle and ball collisions
if (ball.dx > 0) and (350 > ball.xcor() > 340) and (paddle_b.ycor() + 50 > ball.ycor() > paddle_b.ycor() - 50):
ball.color("blue")
ball.dx *= -1
ball.dx *= 1.1
ball.dy *= 1.1
elif (ball.dx < 0) and (-350 < ball.xcor() < -340) and (paddle_a.ycor() + 50 > ball.ycor() > paddle_a.ycor() - 50):
ball.color("red")
ball.dx *= -1
ball.dx *= 1.1
ball.dy *= 1.1
def predict_ball_position(ball):
# Calculate how much the ball will move horizontally until it reaches the paddle
distance_to_paddle = 350 - abs(ball.xcor())
# Calculate how much the ball will move vertically in this time
future_ball_movement = distance_to_paddle * ball.dy / abs(ball.dx)
# Predict the future y-position of the ball
future_ball_y = ball.ycor() + future_ball_movement
if abs(future_ball_y) > 290:
# Calculate how much the ball will move after bouncing
bounce = abs(future_ball_y) - 290
# If the ball is moving up, subtract the bounce from the top of the screen
if future_ball_y > 0:
future_ball_y = 290 - bounce
# If the ball is moving down, add the bounce to the bottom of the screen
else:
future_ball_y = -290 + bounce
return future_ball_y
# AI Player
if ball.dx > 0: # ball is moving towards paddle B
future_ball_y = predict_ball_position(ball)
if paddle_b.ycor() < future_ball_y and paddle_b.ycor() < 250: # Add boundary condition
paddle_b.sety(paddle_b.ycor() + 10)
elif paddle_b.ycor() > future_ball_y and paddle_b.ycor() > -250: # Add boundary condition
paddle_b.sety(paddle_b.ycor() - 10)
elif ball.dx < 0: # ball is moving towards paddle A
future_ball_y = predict_ball_position(ball)
if paddle_a.ycor() < future_ball_y and paddle_a.ycor() < 250: # Add boundary condition
paddle_a.sety(paddle_a.ycor() + 10)
elif paddle_a.ycor() > future_ball_y and paddle_a.ycor() > -250: # Add boundary condition
paddle_a.sety(paddle_a.ycor() - 10)
# Missed ball paddle_b
if ball.xcor() > 390:
score_a += 1
ball.goto(0, 0)
ball.dx *= 1
# Missed ball paddle_a
if ball.xcor() < -390:
score_b += 1
ball.goto(0, 0)
ball.dx *= 1
#winning condition
if score_a == 10:
pen.clear()
pen.write("Player A wins!", align="center", font=("Courier",24,"normal"))
ball.goto(0, 0)
ball.dx *= 0
ball.dy *= 0
if score_b == 10:
pen.clear()
pen.write("Player B wins!", align="center", font=("Courier",24,"normal"))
ball.goto(0, 0)
ball.dx *= 0
ball.dy *= 0