Beispiel #1
0
def update():
    ball.update(player, cpu)
    player.update(ball)
    cpu.update(ball)
Beispiel #2
0
                last_shot = time.time()
                new_ball = launcher.shoot()
                balls.append(new_ball)
                success = False
                ball_hist_coords = []
                times = []

        if keys[pygame.K_z]:
            break

    ph.fill_screen(screen, params.background_color)

    for ball_num in range(len(balls)):
        ball = balls[0]

        ready = ball.update()
        ball.draw(screen)

        if ready and not success:
            #ph.draw_circle(screen, (255,255,255), ph.world_coord_to_pixel_coord([ball.x_peak, ball.y_peak]), ball.radius)
            peak1 = ball.x_peak
            peak2 = ball.y_peak

            T_temp = np.array([[1, 0, 0, 0], [0, 1, 0, peak1],
                               [0, 0, 1, peak2], [0, 0, 0, 1]])

            thetas, success = robot.inverse_kinematics(T_temp, robot.thetas)

            if success:
                success_iter = 0
                curr_thetas = np.array(robot.thetas)
Beispiel #3
0
 def _balls_update(self):
     for ball in self.balls:
         ball.update()
         if self._check_collision(self.agent, ball):
             self.run = False
             return
                           gravitational_acceleration, 1, 1, 0.8, 0.2))

moving = []

for i in balls:
    moving.append(True)

previous_time = time.time()

while any(moving):
    current_time = time.time()
    delta_time = current_time - previous_time

    for i, ball in enumerate(balls):
        if moving[i]:
            ball.update(delta_time, room)

            moving[i] = ball.moving

    previous_time = current_time

figure = matplotlib.pyplot.figure()
plot = figure.add_subplot(111, projection="3d")

for ball in balls:
    ball.convert_path()
    plot.plot(ball.x_path, ball.z_path, ball.y_path)

plot.set_xlim(room.origin.x, room.limit.x)
plot.set_ylim(room.origin.y, room.limit.y)
plot.set_zlim(room.origin.z, room.limit.z)
Beispiel #5
0
def simulatePhysics():
    #update object positions
    player1.update()
    player2.update()
    ball.update()