Fixed math and added game(tm)
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@ -1,10 +1,13 @@
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from pygame.math import Vector2
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import math
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import numpy as np
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import random
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# Constants
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C_GRAVITY = 9.81 # m/s^2
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C_MTPRATIO = 100 # Pixels per meter
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C_P_ANG_START = 1 / 1000 * math.pi
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C_FALL_ANG = 52.5 / 100 * math.pi
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class Pendulum:
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def __init__(self, theta, length, dx, mass, color):
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@ -12,10 +15,10 @@ class Pendulum:
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Initialize a Pendulum object.
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Parameters:
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theta (float): Angle in radians.
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length (float): Length of the pendulum.
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dx (float): Horizontal displacement of the "cart" from the center.
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mass (float): Mass of the pendulum for physics calculations.
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theta (float): Angle [rad].
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length (float): Length of the pendulum [m].
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dx (float): Horizontal displacement of the "cart" from the center [m].
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mass (float): Mass of the pendulum for physics calculations [kg].
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color (str): Display color.
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Returns:
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@ -30,40 +33,63 @@ class Pendulum:
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self.dx = dx # Horizontal displacement of "cart" from center
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self.a_cart = 0 # Acceleration of cart
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self.v_cart = 0 # Velocity of cart
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self.s_cart = 0 # Displacement of cart [m]
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self.r_factor = 0.99 # Damping factor
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self.r_factor = 0.50 # Damping factor
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self.length = length # Length of pendulum
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self.mass = mass # Mass of pendulum for physics
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self.color = color # Display color
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self.pid = False
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self.fallen = False
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def update(self, dt):
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self.doMath(dt)
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self.vector = Vector2.from_polar(
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((self.length * 150), math.degrees(self.theta + math.pi / 2))
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((self.length * C_MTPRATIO), math.degrees(self.theta + (1.5 * math.pi)))
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)
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if abs(self.theta) == C_FALL_ANG:
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self.fallen = True
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def doMath(self, dt):
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# Angle
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ang_term1 = -(C_GRAVITY * math.sin(self.theta))
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ang_term2 = self.a_cart * math.sin(self.theta)
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ang_term3 = self.v_cart * self.v_ang * math.cos(self.theta)
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ang_term1 = self.a_cart * math.cos(self.theta)
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ang_term2 = self.v_cart * math.sin(self.theta)
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ang_term3 = self.v_cart * self.v_ang * math.sin(self.theta)
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ang_term4 = C_GRAVITY * math.sin(self.theta)
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# self.a_ang = ((ang_term1 - ang_term2 - ang_term3) / self.length) - (self.r_factor * self.v_ang) # Angular acceleration
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self.a_ang = ((ang_term1 - ang_term2 - ang_term3) / self.length) # Angular acceleration
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self.a_ang = ((ang_term1 - ang_term2 + ang_term3 - ang_term4) / -(self.length)) - ((self.r_factor / 2) * self.v_ang) # Angular acceleration
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self.v_ang = self.a_ang * (dt / 1000) + self.v_ang # Integrate acceleration to get velocity
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self.theta = self.v_ang * (dt / 1000) + self.theta # Angular displacement
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# Limit fall of pendulum
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self.theta = self.clamp(self.theta, -C_FALL_ANG, C_FALL_ANG)
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# Cart pos
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cart_term1 = self.length * self.a_ang * math.sin(self.theta)
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cart_term2 = self.length * pow(self.v_ang, 2) * math.cos(self.theta)
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cart_term1 = self.mass * self.length * self.a_ang * math.cos(self.theta)
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cart_term2 = self.mass * self.length * self.v_ang * math.sin(self.theta)
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self.a_cart = (-cart_term1 + cart_term2) / (2 * self.mass) - (self.r_factor * self.v_cart) # Cart acceleration
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self.v_cart = self.a_cart * (dt / 1000) + self.v_cart # Integrate acceleration to get velocity
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self.s_cart = (self.v_cart * (dt / 1000) + self.s_cart) # Cart displacement
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self.dx = self.s_cart * C_MTPRATIO # Convert to pixels
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self.a_cart = (cart_term1 - cart_term2) / 2 # Cart acceleration
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self.v_cart = (self.a_cart * (dt / 1000) + self.v_cart) # Integrate acceleration to get velocity
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self.dx = self.v_cart * (dt / 1000) + self.dx # Cart displacement
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def clamp(self, n, minn, maxn):
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return max(min(maxn, n), minn)
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def reset(self):
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self.a_ang = 0
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self.v_ang = 0
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self.dx = 0
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self.theta = random.choice([1, -1]) * C_P_ANG_START
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self.a_cart = 0
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self.v_cart = 0
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self.s_cart = 0
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self.fallen = False
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self.update(0)
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# def update(self, dt):
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# """
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@ -9,57 +9,91 @@ pygame.init()
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screen = pygame.display.set_mode((1280, 720))
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clock = pygame.time.Clock()
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running = True
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update = True
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# Text setup
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font_g = pygame.font.SysFont(None, 128)
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font_h = pygame.font.SysFont(None, 28)
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font_m = pygame.font.SysFont(None, 16)
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# Metadata plotter
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plot_y = 40
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plot_y = 50
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def plotMeta(val, desc):
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global plot_y
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screen.blit(font_m.render(f"{desc} = {val}", True, "black"), (10, plot_y))
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screen.blit(font_m.render(f"{desc} = {val}", True, "black"), (15, plot_y))
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plot_y += 15
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# Pendulum setup
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# Start angle in radians, length, mass, color
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p_t_start = 99 / 100 * math.pi
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pendulum = Pendulum(p_t_start, 1, 0, 100, "red")
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pendulum = Pendulum(0, 2, 0, 0.25, "red")
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pendulum.reset()
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dt = 1 # delta time
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# Gametime
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rt = 10 # run time
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highscore = 0
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while running:
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# poll for events
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# pygame.QUIT event means the user clicked X to close your window
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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if event.type == pygame.KEYDOWN:
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keys = pygame.key.get_pressed()
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if keys[pygame.K_SPACE]:
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pendulum.theta = p_t_start
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if keys[pygame.K_LEFT]:
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pendulum.dx -= 1
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if keys[pygame.K_RIGHT]:
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pendulum.dx += 1
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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running = False
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elif event.key == pygame.K_SPACE:
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pendulum.reset()
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rt = 0
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elif event.key == pygame.K_p:
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if update:
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update = False
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else:
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update = True
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# fill the screen with a color to wipe away anything from last frame
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screen.fill("gray")
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pole = Vector2(screen.get_rect().center) # center of screen
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT]:
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pendulum.a_cart -= 4
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if keys[pygame.K_RIGHT]:
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pendulum.a_cart += 4
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# Update pendulum
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pendulum.update(dt)
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if not pendulum.fallen:
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screen.fill("gray")
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if update:
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rt += dt
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pendulum.update(dt)
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else:
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screen.fill("darkgray")
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screen.blit(font_g.render("WASTED", True, "red"), (pole.x - 200, pole.y - 120))
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screen.blit(font_m.render("Press space to restart", True, "black"), (pole.x - 70, pole.y - 40))
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if rt > highscore:
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highscore = rt
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dx = (pendulum.dx, 0)
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# Draw metadata
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screen.blit(font_h.render("Pendulum simulator 4000", True, "black"), (10, 10))
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screen.blit(font_m.render("Arne van Iterson, 2023", True, "black"), (1150, 700))
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plot_y = 40
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plotMeta(pendulum.theta, "Theta")
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plotMeta(pendulum.a_ang, "Angular acceleration")
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plotMeta(pendulum.dx, "dx")
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plotMeta(pendulum.a_cart, "Cart acceleration")
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plotMeta(dt, "Frame time")
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plotMeta(1000 / dt, "FPS")
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plotMeta(pendulum.pid, "Control")
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plotMeta(not update, "Paused")
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plotMeta(rt / 1000, "Run time [s]")
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plotMeta(highscore / 1000, "Highscore [s]")
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# Draw pendulum
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pygame.draw.line(screen, pendulum.color, pole + dx, pole + pendulum.vector + dx, 3)
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@ -69,6 +103,6 @@ while running:
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pygame.draw.line(screen, "black", (0, pole.y + 15), (1280, pole.y + 15), 1)
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pygame.display.flip()
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dt = clock.tick(120) # limits FPS to 120
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dt = clock.tick(60) # limits FPS to 120
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pygame.quit()
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