Exemple #1
0
def resolve_all_collisions(balls, holes, table_sides):
    # destroys any circles that are in a hole
    for ball_hole_combination in itertools.product(balls, holes):
        if physics.distance_less_equal(ball_hole_combination[0].ball.pos,
                                       ball_hole_combination[1].pos,
                                       config.hole_radius):
            zope.event.notify(
                event.GameEvent("POTTED", ball_hole_combination[0]))

    # collides balls with the table where it is needed
    for line_ball_combination in itertools.product(table_sides, balls):
        if physics.line_ball_collision_check(line_ball_combination[0],
                                             line_ball_combination[1].ball):
            physics.collide_line_ball(line_ball_combination[0],
                                      line_ball_combination[1].ball)

    ball_list = balls.sprites()
    # ball list is shuffled to randomize ball collisions on the 1st break
    random.shuffle(ball_list)

    for ball_combination in itertools.combinations(ball_list, 2):
        if physics.ball_collision_check(ball_combination[0].ball,
                                        ball_combination[1].ball):
            physics.collide_balls(ball_combination[0].ball,
                                  ball_combination[1].ball)
            zope.event.notify(event.GameEvent("COLLISION", ball_combination))
Exemple #2
0
def resolve_all_collisions(balls, holes, table_sides):
    # destroys any circles that are in a hole
    for ball_hole_combination in itertools.product(balls, holes):
        if physics.distance_less_equal(ball_hole_combination[0].ball.pos, ball_hole_combination[1].pos, config.hole_radius):
            ball_hole_combination[0].ball.velocity = np.zeros(2, dtype=float)
            if ball_hole_combination[0].number not in config.potted.keys():
                #print(ball_hole_combination[0].number)
                #print(ball_hole_combination[0].ball.pos)
                #print("saved")
                config.potted[ball_hole_combination[0].number] = [ball_hole_combination[0].number, ball_hole_combination[0].ball.pos, ball_hole_combination[1].num]

            # #making sure that the first point the ball went in is recorded
            # if len(config.potted) > 0 and (config.potted[-1][0] != ball_hole_combination[0].number or config.shot_num != config.potted[-1][-1]):
            #     print(str(ball_hole_combination[0].number), "saved")
            #     config.potted.append([ball_hole_combination[0].number, ball_hole_combination[0].ball.pos, ball_hole_combination[1].num, config.shot_num]) #stores [ball number, hold identifier pos]
            # elif len(config.potted) == 0:
            #     print(str(ball_hole_combination[0].number), "saved")
            #     config.potted.append([ball_hole_combination[0].number, ball_hole_combination[0].ball.pos, ball_hole_combination[1].num, config.shot_num]) #stores [ball number, hold identifier pos]
                
            #zope.event.notify(event.GameEvent("POTTED", ball_hole_combination[0]))

    # collides balls with the table where it is needed
    for line_ball_combination in itertools.product(table_sides, balls):
        if physics.line_ball_collision_check(line_ball_combination[0], line_ball_combination[1].ball):
            physics.collide_line_ball(line_ball_combination[0], line_ball_combination[1].ball)
    #print(balls)
    ball_list = balls
    # ball list is shuffled to randomize ball collisions on the 1st break
    random.shuffle(ball_list)


    for ball_combination in itertools.combinations(ball_list, 2):
        if physics.ball_collision_check(ball_combination[0].ball, ball_combination[1].ball):
            physics.collide_balls(ball_combination[0].ball, ball_combination[1].ball)
            zope.event.notify(event.GameEvent("COLLISION", ball_combination))
Exemple #3
0
def resolve_all_collisions(balls, holes, table_sides,reward):
    # destroys any circles that are in a hole
    for ball_hole_combination in itertools.product(balls, holes):
        if physics.distance_less_equal(ball_hole_combination[0].ball.pos, ball_hole_combination[1].pos, config.hole_radius):
            
            print("***************************ball_hole_combination[0]",ball_hole_combination[0].number)

            if ball_hole_combination[0].number==9:
                reward=reward+10.
            elif ball_hole_combination[0].number>=2 and ball_hole_combination[0].number<=8:
                reward =reward+0.1
            elif ball_hole_combination[0].number==0:
                reward = reward - 10.
            
            
            zope.event.notify(event.GameEvent("POTTED", ball_hole_combination[0]))

    # collides balls with the table where it is needed
    for line_ball_combination in itertools.product(table_sides, balls):
        if physics.line_ball_collision_check(line_ball_combination[0], line_ball_combination[1].ball):
            physics.collide_line_ball(line_ball_combination[0], line_ball_combination[1].ball)
    
    
    ball_list = balls.sprites()
    # ball list is shuffled to randomize ball collisions on the 1st break
    random.shuffle(ball_list)
    
    
    for ball_combination in itertools.combinations(ball_list, 2):
        if physics.ball_collision_check(ball_combination[0].ball, ball_combination[1].ball):
            physics.collide_balls(ball_combination[0].ball, ball_combination[1].ball)
            #print("ball_combination[0].ball.pos : {}".format(ball_combination[0].ball.pos))
            # print("ball_combination[0].number : {}".format(ball_combination[0].number))
            # print("ball_combination[1].number : {}".format(ball_combination[1].number))

            if ball_combination[0].number==0:
                if ball_combination[1].number==9:
                    reward = reward+1.
                elif ball_combination[1].number>=2 and ball_combination[0].number<=9:
                    reward=reward+0.01

            elif ball_combination[1].number==0:
                if ball_combination[0].number==9:
                    reward = reward+1
                elif ball_combination[0].number>=2 and ball_combination[0].number<=9:
                    reward=reward+0.01





            zope.event.notify(event.GameEvent("COLLISION", ball_combination))
    
    return reward
Exemple #4
0
def resolve_all_collisions(balls, holes, table_sides):
    for ball_hole_combination in itertools.product(balls, holes):
        if physics.distance_less_equal(ball_hole_combination[0].ball.pos, ball_hole_combination[1].pos, config.hole_radius):
            zope.event.notify(event.GameEvent("POTTED", ball_hole_combination[0]))

    for line_ball_combination in itertools.product(table_sides, balls):
        if physics.line_ball_collision_check(line_ball_combination[0], line_ball_combination[1].ball):
            physics.collide_line_ball(line_ball_combination[0], line_ball_combination[1].ball)

    ball_list = balls.sprites()
    random.shuffle(ball_list)


    for ball_combination in itertools.combinations(ball_list, 2):
        if physics.ball_collision_check(ball_combination[0].ball, ball_combination[1].ball):
            physics.collide_balls(ball_combination[0].ball, ball_combination[1].ball)
            zope.event.notify(event.GameEvent("COLLISION", ball_combination))