Merge branch 'main' of github.com:Kum1ta/PTME_Transcendence into main

This commit is contained in:
hubourge
2024-09-18 19:06:46 +02:00

View File

@ -6,7 +6,7 @@
# By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ #
# +#+#+#+#+#+ +#+ #
# Created: 2024/09/13 16:20:58 by tomoron #+# #+# #
# Updated: 2024/09/17 15:33:06 by edbernar ### ########.fr #
# Updated: 2024/09/18 17:50:53 by tomoron ### ########.fr #
# #
# **************************************************************************** #
@ -17,14 +17,15 @@ import asyncio
class Game:
waitingForPlayerLock = False
waitingForPlayer = None
ballWidth = 0.15
limits = {
"left" : -3,
"right" : 3,
"back" : -6.5,
"front" : 6.5
"left" : -3.5 + ballWidth,
"right" : 3.5 - ballWidth,
"back" : -6.5 + ballWidth,
"front" : 6.5 - ballWidth
}
startSpeed = 0.5
startSpeed = 2
def __init__(self, socket, withBot):
self.p1 = None
self.p2 = None
@ -32,7 +33,6 @@ class Game:
self.p2Ready = False
self.bot = withBot
self.started = False
self.playerLeft = False
self.end = False
self.p1Pos = {"pos":0, "up": False}
@ -40,7 +40,7 @@ class Game:
self.ballPos = {"pos":(0, 0), "up": False}
self.speed = Game.startSpeed
self.ballVel = (0, self.speed)
self.ballVel = (self.speed, 0)
if(withBot):
self.join(socket)
@ -84,26 +84,23 @@ class Game:
def leave(self, socket):
socket.game = None
if(socket == self.p1):
if (socket == self.p1):
self.p1 = None
self.p1Ready =False
elif(socket == self.p2):
else:
self.p2 = None
self.p2Ready =False
if(self.p1 != None):
self.p1.sync_send({"type":"game","content":{"action":4}})
self.leave(self.p1)
if(self.p2 != None):
self.p2.sync_send({"type":"game","content":{"action":4}})
if(not self.started):
while(Game.waitingForPlayerLock):
time.sleep(0.05)
Game.waitingForPlayerLock = True
if(Game.waitingForPlayer == self):
Game.waitingForPlayer = None
if(self.p1 != None or self.p2 != None):
Game.waitingForPlayer = self
Game.waitingForPlayerLock = False
self.playerLeft = True
self.leave(self.p2)
while(Game.waitingForPlayerLock):
time.sleeep(0.05)
Game.waitingForPlayerLock = True
if(Game.waitingForPlayerLock == socket):
Game.waitingForPlayerLock = False;
Game.waitingForPlayerLock = False
self.end=True
def sendPlayers(self, data):
data_raw = json.dumps({"type":"game","content":data})
@ -122,20 +119,73 @@ class Game:
opponent.sync_send({"type":"game","content":{"action":3, "pos":-pos, "up":up, "is_opponent":True}})
def sendNewBallInfo(self):
self.sendPlayers({"action":5,
"pos" : [self.ballPos["pos"][0],self.ballPos["pos"][1]],
"velocity":[self.ballVel[0], self.ballVel[1]]
})
if(self.p1):
self.p1.sync_send({"type":"game", "content":{"action":5,
"pos" : [self.ballPos["pos"][0],self.ballPos["pos"][1]],
"velocity":[self.ballVel[0], self.ballVel[1]]
}})
if(self.p2):
self.p2.sync_send({"type":"game","content":{"action":5,
"pos" : [-self.ballPos["pos"][0],-self.ballPos["pos"][1]],
"velocity":[-self.ballVel[0], -self.ballVel[1]]
}})
def getTimeUntilColision(self, limitNeg, limitPos, position, velocity):
if(not velocity):
return(-1)
limit = Game.limits[limitNeg] if velocity < 0 else Game.limits[limitPos]
print("limit is :", limit)
distance = max(limit, position) - min(limit, position)
print("distance : ", distance)
colision_time = distance / abs(velocity)
return(colision_time)
def getSleepTime(self):
time_x = self.getTimeUntilColision("left","right", self.ballPos["pos"][0], self.ballVel[0])
time_z = self.getTimeUntilColision("back","front", self.ballPos["pos"][1], self.ballVel[1])
print("time for x : ", time_x)
print("time for y : ", time_z)
if(time_x == -1):
return(time_z)
if(time_z == -1):
return(time_x)
return(min(time_x, time_z))
def updateBall(self):
now = time.time()
print("last update :", self.lastUpdate)
print("now :", now)
delta = now - self.lastUpdate
currentBallPos = self.ballPos["pos"]
velX = self.ballVel[0]
velZ = self.ballVel[1]
print("delta :", delta)
print("velocity :", self.ballVel)
print("current pos:", currentBallPos)
newBallPos = (currentBallPos[0] + (delta * velX),
currentBallPos[1] + (delta * velZ))
print("new pos:", newBallPos)
if(newBallPos[0] <= Game.limits["left"] or newBallPos[0] >= Game.limits["right"]):
velX = -velX
if(newBallPos[1] <= Game.limits["back"] or newBallPos[1] >= Game.limits["front"]):
velZ = -velZ
self.ballVel = (velX, velZ)
self.lastUpdate = now
self.ballPos["pos"] = newBallPos
self.sendNewBallInfo()
print("new ball pos : ", self.ballPos)
print("new ball velocity : ", self.ballVel)
async def gameLoop(self):
self.started = True
self.sendPlayers({"action":2})
self.ballPos = {"pos":(0, 0), "up": False}
self.ballVel = (Game.startSpeed, Game.startSpeed)
self.sendNewBallInfo()
self.lastUpdate = time.time()
while(not self.end):
print("AAAAAAAAAAAAAAAAAAA")
await asyncio.sleep(1)
if(self.playerLeft):
self.end = True
print("A player left, stopping the game. (i know it's a very beautiful and complete game)")
self.updateBall()
sleep_time = self.getSleepTime()
await asyncio.sleep(sleep_time)
print("game end")