Save unfinished work
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@ -173,6 +173,11 @@ def move_entity(entity: Entity, movement: Vec2, disable_callback: bool = False):
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if normal.y != 0:
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movement.y *= -1
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entity[Velocity].y *= -1
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if entity[Velocity].x == 0:
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entity[Velocity].x = 0.01
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if entity[Velocity].y == 0:
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entity[Velocity].y = 0.01
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movement /= entity[Velocity]
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if obstacle is not None and not disable_callback:
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if not entity.get(
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CollisionHandler, CollisionHandler(lambda e, o: True)
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@ -182,6 +187,11 @@ def move_entity(entity: Entity, movement: Vec2, disable_callback: bool = False):
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CollisionHandler, CollisionHandler(lambda e, o: True)
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).callback(obstacle, entity):
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break
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if entity[Velocity].x == 0:
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entity[Velocity].x = 0.01
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if entity[Velocity].y == 0:
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entity[Velocity].y = 0.01
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movement *= entity[Velocity]
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counter += 1
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@ -263,9 +263,9 @@ def __spawn_ellements(world: World):
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SpriteBundle(
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"player_1.png",
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0,
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Vec2(100, render.HEIGHT / 2),
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Vec2(125, render.HEIGHT / 2),
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Vec2(44, 250),
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Vec2(0.5),
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Vec2(1, 0.5),
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),
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Solid(),
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Player1(),
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@ -281,9 +281,9 @@ def __spawn_ellements(world: World):
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SpriteBundle(
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"player_2.png",
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0,
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Vec2(render.WIDTH - 100, render.HEIGHT / 2),
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Vec2(render.WIDTH - 125, render.HEIGHT / 2),
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Vec2(44, 250),
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Vec2(0.5),
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Vec2(0, 0.5),
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),
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Solid(),
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Player2(),
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@ -538,18 +538,18 @@ def _update_bot(world: World):
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# On trouve l'endroit ou la balle va arriver sur le mur de droite
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for entity in world.query(RightWall):
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entity[Position].x -= 122
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entity[Position].x -= 125
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for entity in world.query(LeftWall):
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entity[Position].x += 122
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entity[Position].x += 125
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bot.remove(Solid)
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right_wall_ball = __simulate_wall_position(ball, RightWall)
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right_touch_height = right_wall_ball[Position].y
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right_wall_ball.destroy()
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bot.set(Solid())
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for entity in world.query(RightWall):
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entity[Position].x += 122
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entity[Position].x += 125
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for entity in world.query(LeftWall):
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entity[Position].x -= 122
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entity[Position].x -= 125
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# On teste différentes possitions pour voir laquelle la plus éloigné du joueur
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# Mais seulement si la balle vas vers la droite car sinon elle touchera le mur
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