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King Buttons I
March 19th, 2008, 12:56 PM
I am trying to make a Pong clone. Can somebody help me make an AI for the other paddle? If code is posted Java is preffered.
Buttons

Wybiral
March 19th, 2008, 01:13 PM
Make it follow the ball... The less accurate you make it, the easier.

Lster
March 19th, 2008, 01:18 PM
Make it follow the ball... The less accurate you make it, the easier.

I programmed a simple Pong clone once where it predicted the motion of the ball. I couldn't beat it - it was just too fast! ;)

King Buttons I
March 19th, 2008, 01:20 PM
Is there any other way that makes the AI see random?

King Buttons I
March 19th, 2008, 01:23 PM
Lster
Would you be willing to share the code for your pong clone?
Buttons

Wybiral
March 19th, 2008, 01:38 PM
Is there any other way that makes the AI see random?

Yes, randomize it a little (randomly slow it down, stall it, or make it follow a randomly offset position).

Lster
March 19th, 2008, 02:05 PM
Would you be willing to share the code for your pong clone?

Sorry to disappoint but I don't have it any more. I only wrote the program as a learning exercise and have deleted that since. I would recommend you to program it yourself, though, as a learning task! :)

Aim simple at first and experiment with new ideas.

Triggerhapp
March 19th, 2008, 04:09 PM
Get the AI to calculate where the ball is going, and store the X co-ordinate, but give it a maximum increment in that direction per frame, higher increment means its alot more likely to reach the position in time.
Just a thought.

March 19th, 2008, 05:01 PM
This code is an example code from http://www.cppgameprogramming.com
it's in C++...i don't know if you will understand the code..but it's a pong game

#include <allegro.h>
#include <cstdlib>
#include <time.h>

int ball_x = 320;
int ball_y = 240;

int ball_tempX = 320;
int ball_tempY = 240;

int p1_x = 20;
int p1_y = 210;

int p1_tempX = 20;
int p1_tempY = 210;

int p2_x = 620;
int p2_y = 210;

int p2_tempX = 620;
int p2_tempY = 210;

time_t secs; //The seconds on the system clock will be stored here
//this will be used as the seed for srand()

int dir; //This will keep track of the circles direction
//1= up and left, 2 = down and left, 3 = up and right, 4 = down and right

BITMAP *buffer; //This will be our temporary bitmap for double buffering

void moveBall(){

ball_tempX = ball_x;
ball_tempY = ball_y;

if (dir == 1 && ball_x > 5 && ball_y > 5){

if( ball_x == p1_x + 15 && ball_y >= p1_y && ball_y <= p1_y + 60){
dir = rand()% 2 + 3;
}else{
--ball_x;
--ball_y;
}

} else if (dir == 2 && ball_x > 5 && ball_y < 475){

if( ball_x == p1_x + 15 && ball_y >= p1_y && ball_y <= p1_y + 60){
dir = rand()% 2 + 3;
}else{
--ball_x;
++ball_y;
}

} else if (dir == 3 && ball_x < 635 && ball_y > 5){

if( ball_x + 5 == p2_x && ball_y >= p2_y && ball_y <= p2_y + 60){
dir = rand()% 2 + 1;
}else{
++ball_x;
--ball_y;
}

} else if (dir == 4 && ball_x < 635 && ball_y < 475){

if( ball_x + 5 == p2_x && ball_y >= p2_y && ball_y <= p2_y + 60){
dir = rand()% 2 + 1;
}else{
++ball_x;
++ball_y;
}

} else {

if (dir == 1 || dir == 3) ++dir;
else if (dir == 2 || dir == 4) --dir;

}

acquire_screen();
circlefill ( buffer, ball_tempX, ball_tempY, 5, makecol( 0, 0, 0));
circlefill ( buffer, ball_x, ball_y, 5, makecol( 128, 255, 0));
draw_sprite( screen, buffer, 0, 0);
release_screen();

rest(5);

}

void p1Move(){

p1_tempY = p1_y;

if( key[KEY_W] && p1_y > 0){

--p1_y;

} else if( key[KEY_S] && p1_y < 420){

++p1_y;

}

acquire_screen();
rectfill( buffer, p1_tempX, p1_tempY, p1_tempX + 10, p1_tempY + 60, makecol ( 0, 0, 0));
rectfill( buffer, p1_x, p1_y, p1_x + 10, p1_y + 60, makecol ( 0, 0, 255));
release_screen();

}

void p2Move(){

p2_tempY = p2_y;

if( key[KEY_UP] && p2_y > 0){

--p2_y;

} else if( key[KEY_DOWN] && p2_y < 420){

++p2_y;

}

acquire_screen();
rectfill( buffer, p2_tempX, p2_tempY, p2_tempX + 10, p2_tempY + 60, makecol ( 0, 0, 0));
rectfill( buffer, p2_x, p2_y, p2_x + 10, p2_y + 60, makecol ( 0, 0, 255));
release_screen();

}

void startNew(){

clear_keybuf();
clear_to_color( buffer, makecol( 0, 0, 0));
ball_x = 320;
ball_y = 240;

p1_x = 20;
p1_y = 210;

p2_x = 620;
p2_y = 210;

}

void checkWin(){

if ( ball_x < p1_x){
textout_ex( screen, font, "Player 2 Wins!", 320, 240, makecol( 255, 0, 0), makecol( 0, 0, 0));
startNew();
} else if ( ball_x > p2_x){
textout_ex( screen, font, "Player 1 Wins!", 320, 240, makecol( 255, 0, 0), makecol( 0, 0, 0));
startNew();
}

}

void setupGame(){

acquire_screen();
rectfill( buffer, p1_x, p1_y, p1_x + 10, p1_y + 60, makecol ( 0, 0, 255));
rectfill( buffer, p2_x, p2_y, p2_x + 10, p2_y + 60, makecol ( 0, 0, 255));
circlefill ( buffer, ball_x, ball_y, 5, makecol( 128, 255, 0));
draw_sprite( screen, buffer, 0, 0);
release_screen();

time(&secs);
srand( (unsigned int)secs);
dir = rand() % 4 + 1;

}

int main(){

allegro_init();
install_keyboard();
set_color_depth(16);
set_gfx_mode( GFX_AUTODETECT, 640, 480, 0, 0);

buffer = create_bitmap( 640, 480);

setupGame();

while( !key[KEY_ESC]){

p1Move();
p2Move();
moveBall();
checkWin();

}

return 0;

}
END_OF_MAIN();

It's done with allegro libraries...

King Buttons I
March 19th, 2008, 07:18 PM
Kadrus that is for two player pong, but thanks for the help. Any more ideas? I have tried multiple ways and none of them work.
Buttons

pmasiar
March 19th, 2008, 09:40 PM
pong in 30 lines of Python, as found at http://planetpython.org/

http://billmill.org/pong.html

Enjoy!

Natr0n
March 19th, 2008, 10:27 PM
Any more ideas? I have tried multiple ways and none of them work.
Like what, exactly? If you post the code you've written that you're having problems with I'm sure there will be people willing help you get it working.