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pong.py
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234 lines (199 loc) · 9.02 KB
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import sys
import pygame
from ball import Ball
from paddle import Paddle, AIPaddle, NNPaddle, SidewaysNNPaddle
class PongGame:
window_width = 650
window_height = 500
def __init__(self, four_player=False):
self.ball = Ball(PongGame.window_width / 2, PongGame.window_height / 2)
self.paddle1 = NNPaddle(PongGame.window_width - 50, PongGame.window_height / 2, self.ball, self)
self.paddle2 = AIPaddle(50, PongGame.window_height / 2, self.ball, self)
self.paddle3 = None
self.paddle4 = None
self.temp_paddle = None
self.four_player = four_player
self.winner = None
self.game_over = False
self.speed = 1000
self.scores = [0, 0]
self.timeout = 0
self.pause = False
if self.four_player:
PongGame.window_width = 650
PongGame.window_height = 650
self.ball = Ball(PongGame.window_width / 2, PongGame.window_height / 2)
self.scores = [0, 0, 0, 0]
self.paddle1 = NNPaddle(PongGame.window_width - 50, PongGame.window_height / 2, self.ball, self, True)
self.paddle2 = NNPaddle(50, PongGame.window_height / 2, self.ball, self, True)
self.paddle3 = SidewaysNNPaddle(PongGame.window_width / 2, PongGame.window_height - 50, self.ball, self)
self.paddle4 = SidewaysNNPaddle(PongGame.window_width / 2, 50, self.ball, self)
def start_game(self):
pygame.init()
clock = pygame.time.Clock()
display = pygame.display.set_mode((PongGame.window_width, PongGame.window_height))
pygame.display.set_caption('Neural Net Pong')
while not self.game_over:
delta = clock.tick(60) / self.speed
display.fill((255, 255, 255))
# listen for events
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# check for user input
self.handle_input(delta)
if not self.four_player:
self.game_over = self.handle_off_screen()
else:
self.game_over = self.handle_off_screen_four_player()
if not self.game_over:
self.handle_collisions()
self.paddle1.follow_ball(delta)
self.paddle2.follow_ball(delta)
if self.paddle3 is not None and self.paddle4 is not None:
self.paddle3.follow_ball(delta)
self.paddle4.follow_ball(delta)
self.ball.move(delta)
self.draw(display)
if self.timeout < 100:
self.timeout += 1
if self.pause:
self.reset()
pygame.display.flip()
def draw(self, display):
self.paddle1.draw(display)
self.paddle2.draw(display)
if self.paddle3 is not None and self.paddle4 is not None:
self.paddle3.draw(display)
self.paddle4.draw(display)
self.ball.draw(display)
self.draw_scoreboard(display)
def draw_scoreboard(self, display):
font = pygame.font.Font(None, 25)
if not self.four_player:
score = font.render(self.paddle2.name + ' | ' + str(self.scores[1]) + ' - ' + str(self.scores[0]) + ' | ' +
self.paddle1.name, True, (0, 0, 0))
info = font.render('Generation ' + str(self.paddle1.generation), True, (0, 0, 0))
rect = score.get_rect(center=(325, 60))
info_rect = info.get_rect(center=(325, 90))
display.blit(score, rect)
display.blit(info, info_rect)
else:
score1 = font.render(self.paddle2.name + ' | ' + str(self.scores[1]) + ' - ' + str(self.scores[0]) + ' | ' +
self.paddle1.name, True, (0, 0, 0))
score2 = font.render(self.paddle4.name + ' | ' + str(self.scores[3]) + ' - ' + str(self.scores[2]) + ' | ' +
self.paddle3.name, True, (0, 0, 0))
rect1 = score1.get_rect(center=(325, 300))
rect2 = score2.get_rect(center=(325, 350))
display.blit(score1, rect1)
display.blit(score2, rect2)
def handle_input(self, delta):
# listen for key presses
keys = pygame.key.get_pressed()
if keys[pygame.K_UP] and self.paddle2.bounds.y > 0:
self.paddle2.move_up(delta)
if keys[pygame.K_DOWN] and self.paddle2.bounds.y + self.paddle2.bounds.height < PongGame.window_height:
self.paddle2.move_down(delta)
if keys[pygame.K_RIGHT] and self.speed > 10:
self.speed -= 10
if keys[pygame.K_LEFT] and self.speed < 1000000:
self.speed += 10
if keys[pygame.K_r]:
self.reset()
if keys[pygame.K_SPACE] and self.timeout == 100:
self.timeout = 0
if self.paddle2.name != 'Player':
self.temp_paddle = self.paddle2
self.paddle2 = Paddle(50, PongGame.window_height / 2)
self.paddle2.score = self.scores[0]
else:
self.paddle2 = self.temp_paddle
if keys[pygame.K_p] and self.timeout == 100:
if not self.pause:
self.pause = True
else:
self.pause = False
def handle_collisions(self):
# collision with paddle
if self.ball.intersects_paddle(self.paddle2, self.paddle1):
self.ball.vel_x = -self.ball.vel_x
self.ball.vel_x *= 1.05
self.ball.vel_y *= 1.05
elif self.four_player and self.ball.intersects_top_paddle(self.paddle4, self.paddle3):
self.ball.vel_y = -self.ball.vel_y
self.ball.vel_x *= 1.05
self.ball.vel_y *= 1.05
# collision with ceiling
if not self.four_player:
if (self.ball.bounds.y <= 0 and self.ball.vel_y < 0) or (self.ball.bounds.y + self.ball.bounds.height >= PongGame.window_height and self.ball.vel_y > 0):
self.ball.vel_y = -self.ball.vel_y
def handle_off_screen_four_player(self):
if self.paddle1.score >= 6:
self.winner = self.paddle1
return True
elif self.paddle2.score >= 6:
self.winner = self.paddle2
return True
elif self.paddle3.score >= 6:
self.winner = self.paddle3
return True
elif self.paddle4.score >= 6:
self.winner = self.paddle4
return True
if self.ball.bounds.x + self.ball.bounds.width > PongGame.window_width or self.ball.bounds.x <= 0:
self.point_scored()
elif self.ball.bounds.y + self.ball.bounds.height > PongGame.window_height or self.ball.bounds.y <= 0:
self.point_scored()
return False
def point_scored(self):
if self.ball.last_hit is not None:
if self.ball.last_hit == self.paddle1:
self.scores[0] += 1
self.paddle1.score += 1
elif self.ball.last_hit == self.paddle2:
self.scores[1] += 1
self.paddle2.score += 1
elif self.ball.last_hit == self.paddle3:
self.scores[2] += 1
self.paddle2.score += 1
elif self.ball.last_hit == self.paddle4:
self.scores[3] += 1
self.paddle3.score += 1
self.ball = Ball(PongGame.window_width / 2, PongGame.window_height / 2)
self.paddle1.reset(PongGame.window_width - 50, PongGame.window_height / 2, self.ball)
self.paddle2.reset(50, PongGame.window_height / 2, self.ball)
self.paddle3.reset(PongGame.window_width / 2, PongGame.window_height - 50, self.ball)
self.paddle4.reset(PongGame.window_width / 2, 50, self.ball)
def handle_off_screen(self):
if self.paddle1.score >= 3:
self.winner = self.paddle1
return True
elif self.paddle2.score >= 3:
self.winner = self.paddle2
return True
if self.ball.bounds.x + self.ball.bounds.width > PongGame.window_width or self.ball.bounds.x <= 0:
if self.ball.bounds.x <= 0:
self.paddle1.score += 1
self.paddle1.fitness += 10
self.scores[0] += 1
else:
self.paddle2.score += 1
self.paddle2.fitness += 10
self.scores[1] += 1
self.ball = Ball(PongGame.window_width / 2, PongGame.window_height / 2)
self.paddle1.reset(PongGame.window_width - 50, PongGame.window_height / 2, self.ball)
self.paddle2.reset(50, PongGame.window_height / 2, self.ball)
return False
def reset(self):
self.ball.reset()
self.paddle1.reset(PongGame.window_width - 50, PongGame.window_height / 2, self.ball)
self.paddle1.fitness = 0
self.paddle1.contacts_ball = 0
self.paddle1.score = 0
self.paddle2.reset(50, PongGame.window_height / 2, self.ball)
self.paddle2.score = 0
self.scores = [0, 0]
def main():
PongGame()
if __name__ == '__main__':
main()