2019-01-16 00:50:24 +00:00
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#!/usr/bin/python2.7
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# -*- coding: utf-8 -*-
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# -*- mode: Python -*-
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'''
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LJ Laser Pong v0.8
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Sam Neurohack
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'''
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import pygame
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import math
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import itertools
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import sys
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import os
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2019-03-19 13:24:11 +00:00
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import types
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2019-01-16 00:50:24 +00:00
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'''
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is_py2 = sys.version[0] == '2'
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if is_py2:
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from Queue import Queue
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else:
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from queue import Queue
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'''
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import thread
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import time
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import random
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import lj
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import entities
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from controller import setup_controls
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import argparse
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2019-03-19 13:24:11 +00:00
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from OSC import OSCServer, OSCClient, OSCMessage
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OSCIP = "127.0.0.1"
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OSCPort = 8020
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2019-01-16 00:50:24 +00:00
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score = None
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screen_size = [800,600]
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top_left = [200,100]
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bottom_left = [200,300]
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top_right = [600,100]
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bottom_right = [600,300]
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score_pos = [550,40]
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score2_pos = [259,40]
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text_pos = [300,500,200]
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ball_origin = [400,300,200]
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BALL_SPEED = 5
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BALL_SIZE_X = 3
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BALL_SIZE_Y = 3
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BALL_acc = 0.06
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PADDLE_height = 100
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PADDLE_width = 10
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FlipsSpeed = 7
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FLIPS_lorigin = [10,300,0]
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FLIPS_rorigin = [780,300,400]
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FlipsLx, FlipsLy = FLIPS_lorigin[0], FLIPS_lorigin[1]
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FlipsRx, FlipsRy = FLIPS_rorigin[0], FLIPS_rorigin[1]
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xy_center = [screen_size[0]/2,screen_size[1]/2]
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GAME_FS_QUIT = -1
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GAME_FS_MENU = 0
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GAME_FS_PLAY = 1
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GAME_FS_GAMEOVER = 2
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GAME_FS_LAUNCH = 2
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SCORE_ZOOM_PLAYING = 1.6
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SCORE_ZOOM_GAMEOVER = 5.0
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SCORE_DZOOM_PLAYING = -0.4
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SCORE_DZOOM_GAMEOVER = 0.1
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Score1Zoom = SCORE_ZOOM_PLAYING
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GRAVITY = 0.0001
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fs = GAME_FS_MENU
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def rgb2int(r,g,b):
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return int('0x%02x%02x%02x' % (r,g,b),0)
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white = rgb2int(255,255,255)
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red = rgb2int(255,0,0)
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blue = rgb2int(0,0,255)
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green = rgb2int(0,255,0)
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2019-03-19 13:24:11 +00:00
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#
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# Arguments handling
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#
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2019-01-16 00:50:24 +00:00
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print ("")
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print ("Arguments parsing if needed...")
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argsparser = argparse.ArgumentParser(description="Laserpong")
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argsparser.add_argument("-r","--redisIP",help="IP of the Redis server used by LJ (127.0.0.1 by default) ",type=str)
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argsparser.add_argument("-c","--client",help="LJ client number (0 by default)",type=int)
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argsparser.add_argument("-l","--laser",help="Laser number to be displayed (0 by default)",type=int)
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args = argsparser.parse_args()
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if args.client:
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ljclient = args.client
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else:
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ljclient = 0
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if args.laser:
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plnumber = args.laser
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else:
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plnumber = 0
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# Redis Computer IP
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if args.redisIP != None:
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redisIP = args.redisIP
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else:
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redisIP = '127.0.0.1'
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lj.Config(redisIP,ljclient)
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def StartPlaying(first_time = False):
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global fs
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lscore = 0
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rscore = 0
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fs = GAME_FS_LAUNCH
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x = ball_origin[0]
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y = ball_origin[1]
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app_path = os.path.dirname(os.path.realpath(__file__))
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2019-03-19 13:24:11 +00:00
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#
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# Pads via pygame
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#
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print "Pygame init..."
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2019-01-16 00:50:24 +00:00
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pygame.init()
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#sounds.InitSounds()
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clock = pygame.time.Clock()
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2019-03-19 13:24:11 +00:00
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2019-01-16 00:50:24 +00:00
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Nbpads = pygame.joystick.get_count()
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print ("Joypads : ", str(Nbpads))
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if Nbpads != 2:
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print ('')
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print ('')
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print ("THIS VERSION NEEDS 2 PADS. PLEASE CONNECT THEM.")
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print ('')
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sys.exit()
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if Nbpads > 1:
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pad2 = pygame.joystick.Joystick(1)
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pad2.init()
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print "Pad2 :", pad2.get_name()
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numButtons = pad2.get_numbuttons()
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#print ("Axis Pad 2 :", str(pad2.get_numaxes()))
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#print ("Buttons Pad 2 :" , str(numButtons))
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# joy is pad abstraction to handle many different devices.
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joy2 = setup_controls(pad2)
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if Nbpads > 0:
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pad1 = pygame.joystick.Joystick(0)
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pad1.init()
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print "Pad1 :",pad1.get_name()
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numButtons = pad1.get_numbuttons()
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joy1 = setup_controls(pad1)
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#print ("Axis Pad 1 :", str(pad1.get_numaxes()))
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#print ("Buttons Pad 1 :" , str(numButtons))
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update_screen = False
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xvel = - 1
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yvel = 0
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lscore = 0
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rscore = 0
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ly = FLIPS_lorigin[1]
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ry = FLIPS_rorigin[1]
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flipsy = [ly, ry]
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stick = 0
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x = ball_origin[0]
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y = ball_origin[1]
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keystates = pygame.key.get_pressed()
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2019-03-19 13:24:11 +00:00
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#
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# OSC
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#
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oscserver = OSCServer( (OSCIP, OSCPort) )
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oscserver.timeout = 0
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OSCRunning = True
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def OSCljclient(path, tags, args, source):
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print("LJ Pong got /ljpong/ljclient with value", args[0])
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lj.WebStatus("LJPong to virtual "+ str(args[0]))
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ljclient = args[0]
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lj.LjClient(ljclient)
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def OSCpl(path, tags, args, source):
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print("LJ Pong got /ljpong/pl with value", args[0])
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lj.WebStatus("LJPong to pl "+ str(args[0]))
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plnumber = args[0]
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# /ping
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def OSCping(path, tags, args, source):
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print("LJ Pong got /ping")
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lj.SendLJ("/pong","ljpong")
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lj.SendLJ("/ljpong/start",1)
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def OSC_frame():
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# clear timed_out flag
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oscserver.timed_out = False
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# handle all pending requests then return
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while not oscserver.timed_out:
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oscserver.handle_request()
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def handle_timeout(self):
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self.timed_out = True
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print ""
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print "Launching OSC server..."
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print "at", OSCIP, "port",str(OSCPort)
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oscserver.handle_timeout = types.MethodType(handle_timeout, oscserver)
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# OSC callbacks
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oscserver.addMsgHandler( "/ljpong/ljclient", OSCljclient )
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oscserver.addMsgHandler("/ljpong/pl", OSCpl)
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oscserver.addMsgHandler("/ping", OSCping)
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print "Running..."
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#
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# Game main loop
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#
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2019-01-16 00:50:24 +00:00
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while fs != GAME_FS_QUIT:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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fs = GAME_FS_QUIT
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2019-03-19 13:24:11 +00:00
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OSC_frame()
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2019-01-16 00:50:24 +00:00
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keystates_prev = keystates[:]
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keystates = pygame.key.get_pressed()[:]
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# Etats du jeu
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if fs == GAME_FS_MENU:
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if keystates[pygame.K_ESCAPE] and not keystates_prev[pygame.K_ESCAPE]:
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fs = GAME_FS_QUIT
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elif keystates[pygame.K_SPACE] and not keystates_prev[pygame.K_SPACE]:
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StartPlaying(True)
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lscore = 0
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rscore = 0
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if joy1.getFire1() or joy2.getFire1():
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StartPlaying(False)
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lscore =0
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rscore = 0
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elif fs == GAME_FS_PLAY:
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if keystates[pygame.K_ESCAPE] and not keystates_prev[pygame.K_ESCAPE]:
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fs = GAME_FS_MENU
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'''
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if Nbpads > 0:
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print "pad 1 :", joy1.getUp(), joy1.getDown(), joy1.getLeftTrigger(),joy1.getRightTrigger()
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print "pad 2 :", joy2.getUp(), joy2.getDown(), joy2.getLeftTrigger(),joy2.getRightTrigger()
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'''
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# Lost ball / first to ten points ?
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#print " ball : " , x, y, " left : ", ly, " right : ", ry
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if x < FLIPS_lorigin[0] + PADDLE_width:
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print ("ball.y : ", y, " ly : ", ly)
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if y > (ly + PADDLE_height + 1) or y < (ly - BALL_SIZE_Y - 1):
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rscore += 1
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xvel = random.uniform(-1,-0.6)
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if rscore == 11:
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fs = GAME_FS_MENU
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else:
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fs = GAME_FS_LAUNCH
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else:
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x = FLIPS_lorigin[0] + PADDLE_width
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xvel *= -1
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if x > FLIPS_rorigin[0] - PADDLE_width:
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print ("ball.y : ", y, " ry : ", ry)
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if y < (ry - BALL_SIZE_Y - 1) or y > (ry + PADDLE_height + 1):
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lscore += 1
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xvel = random.uniform(1,0.6)
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if lscore == 11:
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fs = GAME_FS_MENU
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else:
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fs = GAME_FS_LAUNCH
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else:
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xvel *= -1
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x = FLIPS_rorigin[0] - PADDLE_width
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# wall detect
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if y < 0:
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y = 1
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yvel *= -1
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if y > screen_size[1]:
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y = screen_size[1] - 1
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yvel *= -1
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# Anim
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x += BALL_SPEED * xvel
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y += BALL_SPEED * yvel
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yvel += GRAVITY
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entities.BallMove(x,y)
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if Nbpads > 0:
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flipsy = entities.FlipsMove(joy1.getUp(),joy1.getDown(),joy2.getUp(),joy2.getDown())
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else:
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flipsy = entities.FlipsMove(keystates[pygame.K_a],keystates[pygame.K_q],keystates[pygame.K_UP],keystates[pygame.K_DOWN])
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ly = flipsy[0]
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ry = flipsy[1]
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elif fs == GAME_FS_LAUNCH:
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'''
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if Nbpads > 0:
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print "pad 1 :", joy1.getUp(), joy1.getDown(), joy1.getLeftTrigger(),joy1.getRightTrigger()
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print "pad 2 :", joy2.getUp(), joy2.getDown(), joy2.getLeftTrigger(),joy2.getRightTrigger()
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print pad1.get_axis(0),pad2.get_axis(0)
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'''
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if keystates[pygame.K_ESCAPE] and not keystates_prev[pygame.K_ESCAPE]:
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fs = GAME_FS_MENU
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if keystates[pygame.K_SPACE] and not keystates_prev[pygame.K_SPACE]:
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fs = GAME_FS_PLAY
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yvel = 0
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while math.fabs(xvel + yvel) < 1:
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#xvel = random.uniform(-1,1)
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yvel = random.uniform(-1,1)
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if joy1.getFire1() or joy2.getFire1():
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fs = GAME_FS_PLAY
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yvel = 0
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while math.fabs(xvel + yvel) < 1:
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#xvel = random.uniform(-1,1)
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yvel = random.uniform(-1,1)
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x = ball_origin[0]
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y = ball_origin[1]
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entities.BallMove(x,y)
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if Nbpads > 0:
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flipsy = entities.FlipsMove(joy1.getUp(),joy1.getDown(),joy2.getUp(),joy2.getDown())
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else:
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flipsy = entities.FlipsMove(keystates[pygame.K_a],keystates[pygame.K_q],keystates[pygame.K_UP],keystates[pygame.K_DOWN])
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ly = flipsy[0]
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ry = flipsy[1]
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elif fs == GAME_FS_GAMEOVER:
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#TODO : MODE GAME OVER, autres opérations d'animation
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# Remarque : on peut supprimer le mode GAME OVER et le gérer dans le mode jeu
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# si les traitements sont les mêmes
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'''
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if keystates[pygame.K_SPACE] and not keystates_prev[pygame.K_SPACE]:
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StartPlaying(False)
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'''
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|
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if joy1.getFire1() or joy2.getFire1():
|
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StartPlaying(False)
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elif keystates[pygame.K_ESCAPE] and not keystates_prev[pygame.K_ESCAPE]:
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fs = GAME_FS_MENU
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|
# Peut-être aussi réinitialiser l'état dans le mode menu
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if fs == GAME_FS_PLAY or fs == GAME_FS_GAMEOVER or fs == GAME_FS_LAUNCH:
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|
2019-03-19 13:24:11 +00:00
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|
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entities.Score1Draw(lscore, plnumber)
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entities.Score2Draw(rscore, plnumber)
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|
entities.FlipsDraw(plnumber)
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entities.BallDraw(plnumber)
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entities.FiletDraw(plnumber)
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|
|
lj.DrawPL(plnumber)
|
2019-01-16 00:50:24 +00:00
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|
|
if fs == GAME_FS_MENU:
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|
2019-03-19 13:24:11 +00:00
|
|
|
entities.LogoDraw(plnumber)
|
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|
|
lj.DrawPL(plnumber)
|
2019-01-16 00:50:24 +00:00
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|
|
clock.tick(100)
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|
|
pygame.quit()
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