How to create artificial intelligence? I've already created a bot class, but why is it standing still?

import pygame
from pygame import image

pygame.init()
# Константы
SCREEN_WIDTH, SCREEN_HEIGHT = 600, 800
FPS = 30
BLUE_WIDTH, BLUE_HEIGHT = 50, 50
PUCK_WIDTH, PUCK_HEIGHT = 35, 35
# Цвета
WHITE = (255, 255, 255)
GRAY = (50, 50, 50)
GREEN = (0, 200, 0)
BROWN = (139, 69, 19)
BLUE = (0, 0, 255)
ZONE_WIDTH = 400
ZONE_HEIGHT = 600

GATE_WIDTH, GATE_HEIGHT = 100, 10

# Настройка экрана
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Air Hockey")
clock = pygame.time.Clock()
background = pygame.transform.scale(pygame.image.load("assets\\background.png"), (ZONE_WIDTH, ZONE_HEIGHT))
bluepad = pygame.transform.scale(pygame.image.load("assets\\bluepad.png"), (BLUE_WIDTH, BLUE_HEIGHT))
puck = pygame.transform.scale(pygame.image.load("assets\\puck.png"), (PUCK_WIDTH, PUCK_HEIGHT))
redpad = pygame.transform.scale(pygame.image.load("assets\\redpad.png"), (SCREEN_WIDTH, SCREEN_HEIGHT))
pos = pygame.mouse.get_pos()


STICK_RADIUS = 5
BALL_RADIUS = 10
bluepad_speed_y = 10
ball_speed_x = 2
ball_speed_y = 2
LOWER, UPPER = "lower", "upper"
HOME, AWAY = "Player 1", "Player 2"
START_SCORE = {HOME: 0, AWAY: 0}

score = [0, 0]


class Ball():
    def __init__(self, x, y, radius):
        self.dx = 0
        self.dy = 0
        self.friction = 0.95
        self.rect = pygame.Rect(x, y, radius * 2, radius * 2)

    def draw(self):
        screen.blit(puck, self.rect.center)

    def update(self):
        # Добавляем инерцию
        self.dx *= self.friction
        self.dy *= self.friction
        self.rect.x += self.dx
        self.rect.y += self.dy

    def check_zone_collision(self, zone):
        if not self.rect.top > zone.rect.top:
            self.rect.top = zone.rect.top
            self.dy = -self.dy
        elif not self.rect.bottom < zone.rect.bottom:
            self.rect.bottom = zone.rect.bottom
            self.dy = -self.dy

        if not self.rect.left > zone.rect.left:
            self.rect.left = zone.rect.left
            self.dx = -self.dx
        elif not self.rect.right < zone.rect.right:
            self.rect.right = zone.rect.right
            self.dx = -self.dx


class Gate():
    def __init__(self, x, y):
        self.x = x
        self.y = y
        self.rect = pygame.Rect(x, y, GATE_WIDTH, GATE_HEIGHT)

    def draw(self):
        pygame.draw.rect(screen, BROWN, self.rect)


class Stick():
    def __init__(self, x, y, radius):
        self.dragging = False
        self.dx = 0
        self.dy = 0
        self.friction = 0.95
        self.rect = pygame.Rect(x, y, radius * 2, radius * 2)

    def draw(self):
        pygame.draw.circle(screen, BROWN, self.rect.center, self.rect.width // 2)
        screen.blit(bluepad, self.rect.center)

    def update(self):
        if not self.dragging:
            # Добавляем инерцию
            self.dx *= self.friction
            self.dy *= self.friction
            self.rect.x += self.dx
            self.rect.y += self.dy

    def check_zone_collision(self, zone):
        if not self.rect.top > zone.rect.top:
            self.rect.top = zone.rect.top
            self.dy = -self.dy
        elif not self.rect.bottom < zone.rect.bottom:
            self.rect.bottom = zone.rect.bottom
            self.dy = -self.dy

        if not self.rect.left > zone.rect.left:
            self.rect.left = zone.rect.left
            self.dx = -self.dx
        elif not self.rect.right < zone.rect.right:
            self.rect.right = zone.rect.right
            self.dx = -self.dx


class Bot():
    def __init__(self, x, y, radius):
        self.dragging = False
        self.dx = 0
        self.dy = 0
        self.friction = 0.95
        self.redpad = pygame.transform.scale(pygame.image.load("assets\\redpad.png"), (BLUE_WIDTH, BLUE_HEIGHT))
        self.rect = pygame.Rect(x, y, radius * 2, radius * 2)

    def draw(self):
        screen.blit(self.redpad, self.rect.center)
        pygame.draw.circle(screen, GREEN,
                           self.rect.center, self.rect.width // 2)

    def move_bot(self):
        if ball.rect.center > self.rect.center and ball.rect.centerx > 450:
            self.dy += 1
        if ball.rect.center < self.rect.center and ball.rect.centerx > 450:
            self.dy -= 1

    def update(self):
        if not self.dragging:
            # Добавляем инерцию
            self.dx *= self.friction
            self.dy *= self.friction
            self.rect.x += self.dx
            self.rect.y += self.dy

    def check_zone_collision(self, zone):
        if not self.rect.top > zone.rect.top:
            self.rect.top = zone.rect.top
            self.dy = -self.dy
        elif not self.rect.bottom < zone.rect.bottom:
            self.rect.bottom = zone.rect.bottom
            self.dy = -self.dy

        if not self.rect.left > zone.rect.left:
            self.rect.left = zone.rect.left
            self.dx = -self.dx
        elif not self.rect.right < zone.rect.right:
            self.rect.right = zone.rect.right
            self.dx = -self.dx


class Zone():
    def __init__(self, x, y, width, height):
        self.rect = pygame.Rect(x, y, width, height)

    def draw(self):
        screen.blit(background, self.rect)


stick = Stick(250, 500, STICK_RADIUS)
ball = Ball(275, 380, BALL_RADIUS)
zone = Zone(100, 100, ZONE_WIDTH, ZONE_HEIGHT)
bot = Bot(250, 250, STICK_RADIUS)
gate_enemy = Gate(250, 100)
gate_my = Gate(250, ZONE_HEIGHT + 100)

# Основной цикл игры
running = True
game_status = 'game'
bluepad_speed_y = 0
font_score = pygame.font.Font(None, 40)

while running:
    screen.fill(BLUE)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.MOUSEBUTTONDOWN:
            if event.button == 1 and stick.rect.collidepoint(event.pos):
                stick.dragging = True
                bluepad_speed_y -= 1
                if game_status == 'menu':
                    game_status = 'game'
                    score = [0, 0]
        elif event.type == pygame.MOUSEBUTTONUP:
            stick.dragging = False
            bluepad_speed_y += 1
        elif event.type == pygame.MOUSEMOTION:
            if stick.dragging:
                dx, dy = event.rel
                stick.rect.x += dx
                stick.rect.y += dy
                stick.dx = dx
                stick.dy = dy

    zone.draw()

    gate_my.draw()
    gate_enemy.draw()

    stick.update()
    stick.draw()
    stick.check_zone_collision(zone)

    ball.update()
    ball.draw()
    ball.check_zone_collision(zone)

    bot.draw()
    bot.move_bot()

    if gate_enemy.rect.colliderect(ball.rect):
        score[0] += 1
        ball.rect = pygame.Rect(275, 380, BALL_RADIUS * 2, BALL_RADIUS * 2)
        #        running = False
        if score[0] == 10:
            running = False
            print(f'\nКонец игры, забито 10 голов')

    if gate_my.rect.colliderect(ball.rect):
        running = False


    if ball.rect.colliderect(stick.rect):
        ball.dx = stick.dx
        ball.dy = stick.dy
        stick.dx = -stick.dx
        stick.dy = -stick.dy

    keys = pygame.key.get_pressed()

    font_score.render(f"Счет {score}", True, WHITE)
    message_score = font_score.render(f"Счет  {score[0]} : {score[1]}", True, WHITE)
    #    message_rect = message_score.get_rect(center=(290, SCREEN_HEIGHT - 50))
    message_rect = message_score.get_rect(center=(100, 60))  # +

    screen.blit(message_score, message_rect)
    pygame.display.flip()
    clock.tick(FPS)

pygame.quit()

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