game: online: recoded but collision not work
This commit is contained in:
@ -21,4 +21,4 @@ SERVER_TPS = 20
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STROKE_THICKNESS = 10
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GAME_MAX_SCORE = 7
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GAME_MAX_SCORE = 3
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@ -103,7 +103,7 @@ class PongWebSocket(WebsocketConsumer):
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self.disconnect(1404)
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return
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self.member: PongPlayer | PongSpectator = self.game.join(self.user.pk, self)
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self.member: PongPlayer | PongSpectator = self.game.join(self.user, self)
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def disconnect(self, code):
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if (self.member is not None):
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@ -45,11 +45,11 @@ class GameModel(models.Model):
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return score_data
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def add_goal(self, goal_taker_id: int):
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def add_goal(self, goal_defenser: User):
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timestamp: int = round(time.time() * 1000, 1) - self.start_timestamp
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goal_model: GameGoalModel = GameGoalModel.objects.create(player_id = goal_taker_id, game_id = self.pk, timestamp = timestamp)
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goal_model: GameGoalModel = GameGoalModel(player=goal_defenser, game=self, timestamp=timestamp)
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goal_model.save()
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@ -3,11 +3,6 @@ from __future__ import annotations
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from channels.generic.websocket import WebsocketConsumer
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from .ASpectator import ASpectator
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from games.objects.AGame import AGame
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class APlayer(ASpectator):
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def is_connected(self) -> bool:
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@ -16,11 +16,12 @@ class Ball:
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self.speed: float
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self.reset()
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self.speed = 0
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def reset(self) -> None:
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self.size = config.BALL_SIZE
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self.position = Position(Point(config.BALL_SPAWN_POS_X + self.size / 2, config.BALL_SPAWN_POS_Y + self.size / 2), time.time())
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self.angle = math.pi * 0.3
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self.angle = math.pi * 1
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self.speed = config.BALL_SPEED_START
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def to_dict(self) -> dict:
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@ -1,184 +1,191 @@
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from transcendence.abstract.AbstractRoom import AbstractRoom
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from transcendence.abstract.AbstractRoomMember import AbstractRoomMember
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from channels.generic.websocket import WebsocketConsumer
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from ..AGame import AGame
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from .Ball import Ball
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from .PongPlayer import PongPlayer
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from .PongSpectator import PongSpectator
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from .Wall import Wall
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from .Point import Point
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from .Segment import Segment
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import math
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from .Point import Point
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from .Ball import Ball
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from ... import config
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from channels.generic.websocket import WebsocketConsumer
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from django.contrib.auth.models import User
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from ...routine import routine
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import threading
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from profiles.models import ProfileModel
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class PongGame(AGame):
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def __init__(self, game_id: int, game_manager):
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super().__init__("pong", game_id, game_manager)
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self.ball: Ball = Ball()
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self.stopped: bool = False
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radius: float = min(config.MAP_SIZE_X, config.MAP_SIZE_Y) / 2 - 10
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players: list[ProfileModel] = self.model.get_players()
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nb_sides = 4
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polygon: list[Point] = []
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for i in range(nb_sides):
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angle: float = (i * 2 * math.pi / nb_sides) + (math.pi * 3 / nb_sides)
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x: float = round(config.MAP_CENTER_X + radius * math.cos(angle))
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y: float = round(config.MAP_CENTER_Y + radius * math.sin(angle))
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polygon.append(Point(x, y))
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segments: list[Segment] = []
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for i in range(nb_sides):
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segments.append(Segment(polygon[i], polygon[(i + 1) % nb_sides]))
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self.walls: list[Wall]
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self.players: list[PongPlayer]
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self.walls: list[Wall]
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players: list[User] = self.model.get_players()
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nb_players: int = len(players)
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if (nb_players == 2):
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self.players = [PongPlayer(self, players[0], None, segments[0]), PongPlayer(self, players[1], None, segments[2])]
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self.walls = [Wall(segments[1].start, segments[1].stop), Wall(segments[3].start, segments[3].stop)]
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corners = [Point(50, config.MAP_CENTER_Y - config.MAP_SIZE_Y / 4),
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Point(config.MAP_SIZE_X - 50, config.MAP_CENTER_Y - config.MAP_SIZE_Y / 4),
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Point(config.MAP_SIZE_X - 50, config.MAP_CENTER_Y + config.MAP_SIZE_Y / 4),
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Point(50, config.MAP_CENTER_Y + config.MAP_SIZE_Y / 4)
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]
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self.players = [PongPlayer(self, players[0], None, Segment(corners[1].copy(), corners[2].copy())),
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PongPlayer(self, players[1], None, Segment(corners[0].copy(), corners[3].copy()))]
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self.walls = [Wall(corners[0], corners[1]),
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Wall(corners[2], corners[3])]
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else:
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corners: list[Point] = [Point(50, 50),
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Point(config.MAP_SIZE_X - 50, 50),
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Point(config.MAP_SIZE_X - 50, config.MAP_CENTER_Y - 50),
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Point(50, config.MAP_SIZE_Y - 50)]
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self.players = []
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self.walls = []
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for i in range(4):
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if (i < nb_players):
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self.players.append(PongPlayer(self, players[i], None, segments[i]))
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if i < nb_players:
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self.players.append(PongPlayer(self, players[i], None, Segment(corners[i], corners[(i + 1) % 4])))
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else:
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self.walls.append(Wall(segments[i]))
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self.walls.append(Segment(corners[i], corners[(i + 1) % 4]))
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self.spectators: list[PongSpectator]
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self.ball: Ball = Ball()
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def goal(self, goal_defenser: PongPlayer) -> None:
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self._updated_players: list[PongPlayer] = []
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timestamp: int = goal_defenser.add_goal()
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self.broadcast("goal", {"player_id": goal_defenser.user.pk,
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"timestamp": timestamp})
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if len(goal_defenser.score) >= config.GAME_MAX_SCORE:
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self.eliminate(goal_defenser)
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player_list = self.get_valid_players()
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if len(player_list) == 1:
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self.finish(player_list[0])
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return
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self.ball.reset()
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self.broadcast("update_ball", self.ball.to_dict())
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self.game_id: int = game_id
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def get_valid_players(self) -> list[PongPlayer]:
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return [player for player in self.players if player.is_connected and not player.is_eliminated]
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def finish(self, winner: PongPlayer) -> bool:
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self.broadcast("finish", {'winner_id': winner.user.pk})
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self.model.finish(winner.user)
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self.stopped = True
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def start(self):
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# Set to true to stop the thread routine
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self.stopped: bool = False
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self.model.start()
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self.broadcast("start")
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self.thread = threading.Thread(target = routine, args=(self,))
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self.ball.reset()
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self.broadcast("update_ball", self.ball.to_dict())
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self.thread = threading.Thread(target=routine, args=(self,))
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self.thread.start()
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def goal(self, goal_taker: PongPlayer):
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def eliminate(self, eliminated: PongPlayer):
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timestamp = goal_taker.add_goal()
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self.broadcast("eliminated", {"eliminated_id": eliminated.user.pk})
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self.broadcast("goal", {"player_id": goal_taker.user_id,
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"timestamp": timestamp})
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if (len(goal_taker.score) >= config.GAME_MAX_SCORE):
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connected_players: list[PongPlayer] = self.get_players_connected()
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if (len(connected_players) == 2):
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self.finish(connected_players[not connected_players.index(goal_taker)])
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else:
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goal_taker.eliminate()
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def _send_game_data(self, member: PongSpectator | PongPlayer):
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member.send("init_game", self.to_dict())
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def _everbody_is_here(self):
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return len(self.players) == len(self.get_players_connected())
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def _nobody_is_here(self):
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return len(self.get_players_connected()) == 0
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def _player_join(self, user_id: int, socket: WebsocketConsumer):
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eliminated.eliminate()
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def _player_join(self, user: User, socket: WebsocketConsumer) -> PongPlayer | None:
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if (self.model.started):
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return None
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player = self.get_player_by_user_id(user_id)
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player = self.get_player_by_user_id(user.pk)
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if (player is None):
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return None
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# check if player is already connected
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if (player.is_connected()):
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player.disconnect(1001)
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player.socket = socket
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if (self._everbody_is_here()):
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self.update_player(player)
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if len(self.players) == len(self.get_players_connected()):
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self.start()
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self.update_player(player)
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return player
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def update_player(self, player: PongPlayer):
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self._updated_players.append(player)
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def finish(self, winner: PongPlayer):
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self.broadcast("finish", {"winner": winner.to_dict()})
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self.model.finish(winner.user_id)
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def _player_leave(self, player: PongPlayer):
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def _spectator_join(self, user: User, socket: WebsocketConsumer) -> PongSpectator:
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connected_players: list[PongPlayer] = self.get_players_connected()
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if (self.model.started):
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if (len(connected_players) == 1):
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print([player.username for player in connected_players])
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last_player: PongPlayer = connected_players[0]
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self.finish(last_player)
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return
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self.update_player(player)
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def _spectator_join(self, user_id: int, socket: WebsocketConsumer):
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spectator: PongSpectator = PongSpectator(user_id, socket, self)
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spectator: PongSpectator = PongSpectator(user, socket, self)
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self.spectators.append(spectator)
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return spectator
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def _spectator_leave(self, spectator: PongSpectator):
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self.spectators.remove(spectator)
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def join(self, user_id: int, socket: WebsocketConsumer) -> PongSpectator | PongPlayer:
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member: PongPlayer = self._player_join(user_id, socket)
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if (member is None):
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member: PongSpectator = self._spectator_join(user_id, socket)
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self._send_game_data(member)
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return member
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def start(self):
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if (self.model.started == True):
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return
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self.model.start()
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def join(self, user: User, socket: WebsocketConsumer) -> PongSpectator | PongPlayer:
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member: PongPlayer | PongSpectator
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member = self._player_join(user, socket)
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if member is None:
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member = self._spectator_join(user, socket)
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self._send_game_data(member)
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return member
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def _player_leave(self, player: PongPlayer):
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if self.model.started:
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self.eliminate(player)
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players: list[PongPlayer] = self.get_valid_players()
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if len(players) == 1:
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self.finish(players[0])
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def _spectator_leave(self, spectator: PongSpectator):
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self.spectators.remove(spectator)
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def leave(self, member: PongSpectator | PongPlayer):
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def leave(self, member: AbstractRoomMember):
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if (isinstance(member, PongPlayer)):
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self._player_leave(member)
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elif (isinstance(member, PongSpectator)):
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self._spectator_leave(member)
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if (self._nobody_is_here()):
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self.stopped = True
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self.thread.join(10)
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self.game_manager.remove(self)
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if self.model.started:
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if len(self.get_players_connected()) + len(self.spectators) == 0:
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self.stopped = True
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if hasattr(self, 'thread'):
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self.thread.join(10)
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self.game_manager.remove(self)
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def to_dict(self):
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def _send_game_data(self, member: PongSpectator | PongPlayer):
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member.send("init_game", self.to_dict())
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def update_player(self, player: PongPlayer):
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self.broadcast("update_player", player.to_dict(), [player])
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def to_dict(self):
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data: dict = {"ball": self.ball.to_dict(),
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"players": [player.to_dict() for player in self.players],
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@ -27,14 +27,14 @@ class PongPlayer(APlayer):
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self.rail: Segment = rail
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self.is_eliminated: bool = False
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self.game: PongGame
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def eliminate(self):
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self.disconnect(1000)
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self.is_eliminated = True
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self.game.update_player(self)
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def receive(self, data: dict):
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detail: str = data.get("detail")
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@ -108,7 +108,7 @@ class PongPlayer(APlayer):
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def add_goal(self):
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timestamp = self.game.model.add_goal(self.user_id)
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timestamp = self.game.model.add_goal(self.user)
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self.score.append(timestamp)
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@ -122,6 +122,8 @@ class PongPlayer(APlayer):
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"position": self.position.to_dict(),
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"score": self.score,
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"isEliminated": self.is_eliminated,
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"rail": self.rail.to_dict(),
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"isConnected": self.is_connected(),
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@ -2,7 +2,7 @@ from __future__ import annotations
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from channels.generic.websocket import WebsocketConsumer
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from transcendence.abstract.AbstractRoomMember import AbstractRoomMember
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from django.contrib.auth.models import User
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from typing import TYPE_CHECKING
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@ -15,8 +15,8 @@ from .Ball import Ball
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class PongSpectator(ASpectator):
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def __init__(self, user_id: int, socket: WebsocketConsumer, game: PongGame):
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super().__init__(user_id, socket, game)
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def __init__(self, user: User, socket: WebsocketConsumer, game: PongGame):
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super().__init__(user, socket, game)
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self.game: PongGame = game
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def send_paddle(self, player: PongPlayer):
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@ -5,7 +5,7 @@ class Position:
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def __init__(self, location: int | Point = 0, time: int = 0) -> None:
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self.time: float = time
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self.location: float = location
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self.location: float | Point = location
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def copy(self):
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try:
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272
games/routine.py
272
games/routine.py
@ -1,25 +1,145 @@
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from __future__ import annotations
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from .objects.pong.PongGame import PongPlayer
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from .objects.pong.Segment import Segment
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from .objects.pong.Point import Point
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from .objects.pong.Ball import Ball
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from .objects.pong.PongPlayer import PongPlayer
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from .objects.pong.PongGame import PongGame
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from .objects.pong.Ball import Ball
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from .objects.pong.Point import Point
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from .objects.pong.Segment import Segment
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from . import config
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import math
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import asyncio
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from asgiref.sync import SyncToAsync
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import asyncio
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VERTICALLY = 1
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NORMAL = 2
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def get_player_hitted(players: list[PongPlayer], segment: Segment) -> PongPlayer | None:
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for player in players:
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if (player.rail is segment):
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return player
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return None
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def wall_collision(ball_angle: float, wall: Segment) -> float:
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wall_angle: float = wall.angle()
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cos: float = math.cos(wall_angle) * -1
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sin: float = math.sin(wall_angle)
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wall_angle: float = math.atan2(sin, cos)
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incident_angle: float = ball_angle - wall_angle
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reflection_angle: float = wall_angle - incident_angle
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return reflection_angle
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async def paddle_collision(game: PongGame, impact: Point, player: PongPlayer, inc_x: float, inc_y: float):
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diff_x: float = player.rail.stop.x - player.rail.start.x
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diff_y: float = player.rail.stop.y - player.rail.start.y
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|
||||
paddle_center_x: float = player.rail.start.x + diff_x * player.position.location
|
||||
paddle_center_y: float = player.rail.start.y + diff_y * player.position.location
|
||||
|
||||
paddle_center: Point = Point(paddle_center_x, paddle_center_y)
|
||||
|
||||
rail_length: float = player.rail.length()
|
||||
paddle_length: float = rail_length * config.PADDLE_RATIO
|
||||
|
||||
start_x: float = paddle_center.x - (diff_x * (paddle_length / 2 / rail_length))
|
||||
start_y: float = paddle_center.y - (diff_y * (paddle_length / 2 / rail_length))
|
||||
stop_x: float = paddle_center.x + (diff_x * (paddle_length / 2 / rail_length))
|
||||
stop_y: float = paddle_center.y + (diff_y * (paddle_length / 2 / rail_length))
|
||||
|
||||
start: Point = Point(start_x, start_y)
|
||||
stop: Point = Point(stop_x, stop_y)
|
||||
|
||||
paddle: Segment = Segment(start, stop)
|
||||
|
||||
hit_point: Point = Point(impact.x - inc_x, impact.y - inc_y)
|
||||
|
||||
if not paddle.is_on(hit_point):
|
||||
await asyncio.sleep(0.1) # delay to create frontend animation
|
||||
await SyncToAsync(game.goal)(player)
|
||||
return None
|
||||
|
||||
paddle_angle: float = paddle.angle()
|
||||
|
||||
normal: float = paddle_angle - math.pi / 2
|
||||
|
||||
start_distance: float = paddle.start.distance(impact)
|
||||
stop_distance: float = paddle.stop.distance(impact)
|
||||
|
||||
hit_percent: float = (start_distance) / (start_distance + stop_distance)
|
||||
|
||||
hit_percent = round(hit_percent, 1)
|
||||
|
||||
new_angle: float = normal + (math.pi * 0.85) * (hit_percent - 0.5)
|
||||
|
||||
return new_angle
|
||||
|
||||
async def collision(game: PongGame, impact_data: dict) -> bool:
|
||||
|
||||
segment: Segment = impact_data.get("segment")
|
||||
|
||||
player_hitted = None
|
||||
for player in game.players:
|
||||
if (not player.is_connected()):
|
||||
continue
|
||||
if (player.rail is segment):
|
||||
player_hitted = player
|
||||
break
|
||||
|
||||
angle: float
|
||||
|
||||
print(impact_data.get("impact"))
|
||||
|
||||
if (player_hitted is None):
|
||||
print("wall")
|
||||
angle = wall_collision(game.ball.angle, segment)
|
||||
else:
|
||||
print("paddle")
|
||||
angle = await paddle_collision(game, impact_data.get("impact"), player_hitted, impact_data.get("inc_x"), impact_data.get("inc_y"))
|
||||
|
||||
if (angle is None):
|
||||
return False
|
||||
|
||||
print((game.ball.angle % (math.pi * 2)) * 180 / math.pi, (angle % (math.pi * 2)) * 180 / math.pi)
|
||||
|
||||
game.ball.speed += config.BALL_SPEED_INC
|
||||
game.ball.angle = angle
|
||||
|
||||
return True
|
||||
|
||||
|
||||
async def update_ball(game: PongGame, impact_data: dict):
|
||||
|
||||
distance: float = impact_data.get("distance")
|
||||
|
||||
time_before_impact: float = distance / game.ball.speed
|
||||
|
||||
print(time_before_impact)
|
||||
|
||||
await asyncio.sleep(time_before_impact)
|
||||
|
||||
hit: bool = await collision(game, impact_data)
|
||||
|
||||
print("HIT" * 10 + str(hit))
|
||||
|
||||
if hit:
|
||||
game.ball.position.location = impact_data.get("impact")
|
||||
SyncToAsync(game.broadcast)("update_ball", game.ball.to_dict())
|
||||
|
||||
def get_sign(num: float) -> int:
|
||||
if (num == 0):
|
||||
return 0
|
||||
@ -153,143 +273,31 @@ def get_impact_data(segments: list[Segment], ball: Ball) -> dict:
|
||||
|
||||
return closest
|
||||
|
||||
def wall_collision(ball_angle: float, wall: Segment) -> float:
|
||||
|
||||
wall_angle: float = wall.angle()
|
||||
|
||||
cos: float = math.cos(wall_angle) * -1
|
||||
sin: float = math.sin(wall_angle)
|
||||
|
||||
wall_angle: float = math.atan2(sin, cos)
|
||||
|
||||
incident_angle: float = ball_angle - wall_angle
|
||||
|
||||
reflection_angle: float = wall_angle - incident_angle
|
||||
|
||||
return reflection_angle
|
||||
|
||||
async def paddle_collision(game: PongGame, impact: Point, player: PongPlayer, inc_x: float, inc_y: float):
|
||||
|
||||
diff_x: float = player.rail.stop.x - player.rail.start.x
|
||||
diff_y: float = player.rail.stop.y - player.rail.start.y
|
||||
|
||||
paddle_center_x: float = player.rail.start.x + diff_x * player.position.location
|
||||
paddle_center_y: float = player.rail.start.y + diff_y * player.position.location
|
||||
|
||||
paddle_center: Point = Point(paddle_center_x, paddle_center_y)
|
||||
|
||||
rail_length: float = player.rail.length()
|
||||
paddle_length: float = rail_length * config.PADDLE_RATIO
|
||||
|
||||
start_x: float = paddle_center.x - (diff_x * (paddle_length / 2 / rail_length))
|
||||
start_y: float = paddle_center.y - (diff_y * (paddle_length / 2 / rail_length))
|
||||
stop_x: float = paddle_center.x + (diff_x * (paddle_length / 2 / rail_length))
|
||||
stop_y: float = paddle_center.y + (diff_y * (paddle_length / 2 / rail_length))
|
||||
|
||||
start: Point = Point(start_x, start_y)
|
||||
stop: Point = Point(stop_x, stop_y)
|
||||
|
||||
paddle: Segment = Segment(start, stop)
|
||||
|
||||
hit_point: Point = Point(impact.x - inc_x, impact.y - inc_y)
|
||||
|
||||
if (not paddle.is_on(hit_point)):
|
||||
await SyncToAsync(game.goal)(player)
|
||||
return None
|
||||
|
||||
paddle_angle: float = paddle.angle()
|
||||
|
||||
normal: float = paddle_angle - math.pi / 2
|
||||
|
||||
start_distance: float = paddle.start.distance(impact)
|
||||
stop_distance: float = paddle.stop.distance(impact)
|
||||
|
||||
hit_percent: float = (start_distance) / (start_distance + stop_distance)
|
||||
|
||||
hit_percent = round(hit_percent, 1)
|
||||
|
||||
new_angle: float = normal + (math.pi * 0.85) * (hit_percent - 0.5)
|
||||
|
||||
return new_angle
|
||||
|
||||
async def collision(game: PongGame, impact_data: dict) -> bool:
|
||||
|
||||
segment: Segment = impact_data.get("segment")
|
||||
|
||||
player_hitted = None
|
||||
for player in game.players:
|
||||
if (not player.is_connected()):
|
||||
continue
|
||||
if (player.rail is segment):
|
||||
player_hitted = player
|
||||
break
|
||||
|
||||
angle: float
|
||||
|
||||
if (player_hitted is None):
|
||||
angle = wall_collision(game.ball.angle, segment)
|
||||
else:
|
||||
angle = await paddle_collision(game, impact_data.get("impact"), player_hitted, impact_data.get("inc_x"), impact_data.get("inc_y"))
|
||||
|
||||
if (angle is None):
|
||||
return False
|
||||
|
||||
game.ball.speed += config.BALL_SPEED_INC
|
||||
game.ball.angle = angle
|
||||
|
||||
return True
|
||||
|
||||
async def update_ball(game: PongGame, impact_data: dict) -> None:
|
||||
|
||||
distance: float = impact_data.get("distance")
|
||||
|
||||
time_before_impact: float = distance / game.ball.speed
|
||||
|
||||
await asyncio.sleep(time_before_impact)
|
||||
|
||||
hit: bool = await collision(game, impact_data)
|
||||
|
||||
if (hit == False):
|
||||
await asyncio.sleep(0.1) # delay to create frontend animation
|
||||
game.ball.reset()
|
||||
else:
|
||||
game.ball.position.location = impact_data.get("impact")
|
||||
|
||||
await SyncToAsync(game.broadcast)("update_ball", game.ball.to_dict())
|
||||
|
||||
async def render_ball(game: PongGame):
|
||||
|
||||
segments: list[Segment] = [player.rail for player in game.players] + game.walls
|
||||
|
||||
while True:
|
||||
|
||||
segments: list[Segment] = [player.rail for player in game.players] + game.walls
|
||||
|
||||
impact_data: dict = get_impact_data(segments, game.ball)
|
||||
|
||||
await update_ball(game, impact_data)
|
||||
|
||||
async def async_routine(game: PongGame):
|
||||
|
||||
async def render_players(game: PongGame):
|
||||
#TODO DEBUG collision
|
||||
|
||||
ball_routine = asyncio.create_task(render_ball(game))
|
||||
|
||||
while True:
|
||||
for player in game._updated_players:
|
||||
await SyncToAsync(game.broadcast)("update_player", player.to_dict(), [player])
|
||||
|
||||
game._updated_players.clear()
|
||||
|
||||
await asyncio.sleep(1 / config.SERVER_TPS)
|
||||
|
||||
async def render(game: PongGame):
|
||||
|
||||
routine_ball = asyncio.create_task(render_ball(game))
|
||||
routine_players = asyncio.create_task(render_players(game))
|
||||
|
||||
while(True):
|
||||
if (game.stopped):
|
||||
routine_ball.cancel()
|
||||
routine_players.cancel()
|
||||
|
||||
if game.stopped:
|
||||
|
||||
ball_routine.cancel()
|
||||
return
|
||||
|
||||
await asyncio.sleep(0.05)
|
||||
|
||||
def routine(game: PongGame):
|
||||
|
||||
asyncio.run(render(game))
|
||||
|
||||
|
||||
asyncio.run(async_routine(game))
|
Reference in New Issue
Block a user