game: add: class: point and segment, add: type docstring
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@ -5,16 +5,68 @@ from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from .objects.Spectator import Spectator
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from .objects.Player import Player
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from .objects.Game import Game
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from .objects.Game import Game
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from .objects.Ball import Ball
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from .objects.Point import Point
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from .objects.Segment import Segment
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from . import config
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import math
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from time import sleep
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#see the video to understand the algorithme
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#https://www.youtube.com/watch?v=KOYoMYWUTEo
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def determine_director_coefficient(segment: Segment):
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return ((segment.start.y - segment.stop.y) / (segment.start.x - segment.stop.x))
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def determine_ordinate_at_origin(point: Point, director_cofficient: float):
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return point.y - point.x * director_cofficient
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def determine_intersection(director_coefficient1: float, ordinate_at_origin1: float, director_coefficient2: float, ordinate_at_origin2: float):
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if (director_coefficient1 == director_coefficient2):
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return None
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return (ordinate_at_origin1 + ordinate_at_origin2) / (director_coefficient1 + director_coefficient2)
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def determine_intersections(ball: Ball, segments: list[Segment]):
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intersections: list[Point] = []
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for segment in segments:
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# form m * x + p
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m: float = determine_director_coefficient(segment)
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p: float = determine_ordinate_at_origin(segment.start, m)
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x: float = determine_intersection(m, p, ball.velocity_y, 0)
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if (x is None):
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continue
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y: float = m * x + p
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intersections.append(Point(x, y))
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return intersections
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def determine_distance_between_ball_and_wall(ball: Ball, segments: list[Segment]):
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intersections: list[Point] = determine_intersections(ball, segments)
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distances = list(map(math.dist, intersections))
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return min(distances)
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def render(ball: Ball, game: Game):
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segments: list[Segment] = [player.rail for player in game.players]
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print(determine_distance_between_ball_and_wall(ball))
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def routine(game: Game):
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while True:
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for player in game._updated_players:
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game.broadcast("update_paddle", player.to_dict(), [player])
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