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g=0.28
pg=0.88
v0=14.5
v_p=4.5
pj=0.44
r1=31.5
function yb(y,vy,t)
return y+(vy-g/10)*t-1/2*g*t^2
end
function move(x)
if (posx()<x) and (math.abs(posx()-x)>2.26) then right()
elseif (posx()>x) and (math.abs(posx()-x)>2.26) then left()
end
end
function tb(y,vy,height,typ)
local sgn=0
if (typ==1)
then
sgn=-1
else
sgn=1
end
if vy^2/g^2-vy/(5*g)+1/100+2*(y-height)/g<0
then return -1
else
return -1/10+vy/g+sgn*math.sqrt( vy^2/g^2-vy/(5*g)+1/100+2*(y-height)/g )
end
end
function time(t)
return 1/5*math.ceil(5*t)
end
function pos(x)
local x1,x2
x1=4.5*math.ceil((1/4.5)*x)
x2=4.5*math.floor((1/4.5)*x)
if (x1<0) or (x2<0) then return 0
else
if (math.abs(x1-x)<math.abs(x2-x))
then
return x1
else
return x2
end
end
end
function yp(t)
-- Eingabe: Position und Geschwindigkeit des Players, Zeitpunkt an dem man die y-Koordinate des Players wissen möchte
-- Ausgabe: Höhe des Players nach der Zeit t
return 144.5+(14.5+pj/2+pg/10)*t-1/2*(pg-pj)*t^2
end
function tp(y)
return (14.5+pj/2+pg/10)/(pg-pj)-math.sqrt(((14.5+pj/2+pg/10)/(pg-pj))^2-(y-144.5)/(1/2*(pg-pj)))
end
function time(t)
return 1/5*math.ceil(5*t)
end
-- </Abschnitt 2>
function collide(x,y,vx,vy,objx,objy,r2)
local t1=time(math.max(tb(y,vy,objy-(r1+r2),1)-0.2,0))
local t2=time(tb(y,vy,objy+(r1+r2),1)+0.2)
local t3=time(math.max(tb(y,vy,objy+(r1+r2),2)-0.2,0))
local t4=time(tb(y,vy,objy-(r1+r2),2)+0.2)
local t=-1
if (t1<t2)
then
for test=t1,t2,0.2 do
if ( (yb(y,vy,test)-objy)^2+(x+vx*test-objx)^2 < (r1+r2)^2)
then
t=test
break
end
end
end
if (t<=0) and (t3<t4)
then
for test=t3,t4,0.2 do
if ( (yb(y,vy,test)-objy)^2+(x+vx*test-objx)^2 < (r1+r2)^2)
then
t=test
break
end
end
end
if (t<=0) or (t>150) then t=-1 end
return t
end
function est(x,y,vx,vy,height,typ)
local collision=1
local tw,tn,ts=0,0,0
local tr,xr,yr,vxr,vyr,n=0,0,0,0,0,0
while(collision==1) do
ts=collide(x,y,vx,vy,400,316,7)
if (vx>0)
then
tw=time((768.5-x)/vx)
tn=time((361.5-x)/vx)
else
tw=time((31.5-x)/vx)
tn=time((438.5-x)/vx)
end
local th=time(tb(y,vy,height,typ))
local t=10000
if ((ts>0) and (ts<t)) then t=ts end
if (((tn>0) and (tn<t)) and (yb(y,vy,tn)<316)) then t=tn end
if ((tw>0) and (tw<t)) then t=tw end
if (th>t)
then
if (t==ts)
then
tr=tr+t
x=x+vx*t
y=yb(y,vy,t)
vy=vy-g*t
xr=x
yr=y
vxr=0
vyr=0
n=1
collision=0
elseif ((t==tn) or (t==tw))
then
tr=tr+t
x=x+vx*t
y=yb(y,vy,t)
vx=-vx
vy=vy-g*t
collision=1
end
else
tr=tr+th
vxr=vx
vyr=vy-g*th
xr=x+vx*th
yr=yb(y,vy,th)
collision=0
end
end
if (tr<0)
then
return -1,-1,-1,-1,-1,-1
else
return xr,yr,vxr,vyr,tr,n
end
end
function impact(x,y,vx,vy,xpos,ypos,targety,jump,move)
local x1,y1,vx1,vy1=0,0,0,0
local x2,y2,vx2,vy2,t2,nn=0,0,0,0,0,0
local xpos1=xpos
local ypos1=ypos
for t=0,20,0.2 do
if (jump==1) then
ypos1=yp(tp(ypos)+t)
end
x1=x+vx*t
if (x1<31.5) then x1=2*31.5-x1 end
-- if (x1>360) then x1=2*360-x1 end
y1=yb(y,vy,t)
if ((xpos1-x1)^2+(ypos1+19-y1)^2<(31.5+25)^2) then
local dx=x1-xpos1
local dy=y1-(ypos1+19)
local l=math.sqrt(dx^2+dy^2)
vx1=dx/l
vy1=dy/l
x1=x1+vx1*3
y1=y1+vy1*3
vy1=vy1*13.125
vx1=vx1*13.125
x2,y2,vx2,vy2,t2,nn=est(x1,y1,vx1,vy1,targety,2)
break
end
end
return x2,y2
end
function nothing()
--[[ if (math.abs(xe-xo)>0.1) then
xo=xe
for test=30,0,-3 do
t1=test
y1=yp(t1)
t2=math.floor(tb(y,vy,y1+31.5+25+19,2))
y2=yb(y,vy,t2)
x2,y2,vx2,vy2,t2,_=est(x,y,vx,vy,y2+0.1)
t2=t2
if (vx2>2) then
n=0
elseif (vx2>0.5) then
n=5
else
n=13
end
xi,yi=impact(x2,y2,vx2,vy2,pos(x2-n*4.5),y1,220,1,0)
if (math.abs(posx()-(x2-n*4.5))/4.5<t2-1) and (x2>80) and (t2-1>t1) and (xi>400) then
break
end
end
end
move(x2-n*4.5)
if (t2<=t1) then
jump()
end
--]]
end
function OnOpponentServe()
xdo=0
xe=0
s=1
touch=0
xodo=0
change=1
stop=0
t1,t2,y1,y2,x,y,vx,vy=0,0,0,0,0,0,0,0
calc=0
if (math.abs(pos(posx())-posx())>1) then move(400) else
move(200)
end
xo=0
c=0
end
function OnServe(ballready)
xe=0
s=1
xodo=0
xdo=0
change=1
touch=0
stop=0
t1,t2,y1,y2,x,y,vx,vy=0,0,0,0,0,0,0,0
xo=0
c=0
if (math.abs(pos(posx())-posx())>1) then move(400) else
if (math.abs(posx()-180)<2) then jump() else move(180) end
end
end
function OnGame()
if (change==0) and (touches()<touch) then
p=math.random()
change=1
end
p0=0
p1=1
h=31.5+19+25
x,y,vx,vy=ballx(),bally(),bspeedx(),bspeedy()
xeo=xe
neto=net
xe,_,_,_,te,net=est(x,y,vx,vy,220)
if (math.abs(xe-xeo)<0.1) then
xdo=xe
end
if (neto==net) then netdo=net
end
--1 Player
--2 Ball
if (s==1) then
if (netdo==1) then
t1=tp(340)
if (t1>=te) then jump() end
if (math.abs(posx()-360)/4.5<te+8) then
left()
else
right()
end
elseif (xdo<400-31.5) then
if (math.abs(xdo-xodo)>0.2) then
xodo=xdo
imp=0
x1=0
for t=27,0,-3 do
t1f=t
y1f=yp(t1f)
t2f=math.floor(tb(y,vy,y1f+h,2))
if (t2f>0) then
-- debug(0)
-- debug(t2f)
y2f=yb(y,vy,t2f)
-- debug(y2f)
vy2f=vy-g*t2f
x2f,y2f,vx2f,vy2f,t2f,_=est(x,y,vx,vy,y2f-vy2f/10,2)
-- debug(t2f)
-- debug(y2f)
-- debug(vy)
t1f=math.floor(tp(y2f-h))
y1f=yp(t1f)
impt=0
if (t1f<=t2f-2) then
for x1f=pos(x2f)-25*4.5,pos(x2f)+4.5,4.5 do
impf,_=impact(x2f,y2f,vx2f,vy2f,pos(x1f),y1f,220,1,0)
if (impf>440) and (math.abs(posx()-x1f)/4.5<t2f) then
impt=impf
x1t=x1f
y1t=y1f
t1t=t1f
x2t=x2f
y2t=y2f
t2t=t2f
vx2t=vx2f
vy2t=vy2f
break
end
end
if (impt>400) then
imp=impt
x1=x1t
y1=y1t
t1=t1t
x2=x2t
y2=y2t
t2=t2t
vx2=vx2t
vy2=vy2t
end
if (imp>400) then break end
end
end
end
t2=t2+1
end
t2=t2-1
if (s==1) then
move(x1)
if (t2<=t1+0.1) then jump() end
end
else
move(200)
end
end
if (bally()<140) then s=0 end
-- debug(0)
-- debug(x2)
-- debug(ballx())
-- debug(y2)
-- debug(bally())
-- debug(vx2)
-- debug(bspeedx())
-- debug(vy2)
-- debug(bspeedy())
-- debug(xe)
-- debug(imp)
-- debug(t2)
-- debug(0)
end
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