<!DOCTYPE html>
<html>
<head>
  <title>Pong Game</title>
  <style>
    canvas {
      background-color: black;
      display: block;
      margin: 0 auto;
    }
  </style>
</head>
<body>
  <canvas id="pong" width="800" height="400"></canvas>
  <script>
    const canvas = document.getElementById("pong");
    const ctx = canvas.getContext("2d");
    
    // Load the Teachable Machine model
    async function loadModel() {
      const model = await tf.loadLayersModel('path/to/your/exported/model.json');
      return model;
    }
    
    // Initialize paddle position and model
    let playerY = (canvas.height - 100) / 2;
    let model;
    
    // Preprocess an image for input to the model
    function preprocessImage(imageData) {
      // Process the imageData here (e.g., resize and normalize)
      // Return a tensor that matches the model's input shape
      return tf.tensor3d(/* {"tfjsVersion":"1.3.1","tmVersion":"2.4.7","packageVersion":"0.8.4-alpha2","packageName":"@teachablemachine/image","timeStamp":"2023-10-02T00:09:05.377Z","userMetadata":{},"modelName":"tm-my-image-model","labels":["Up","Down","Stay put"],"imageSize":224} */);
    }
    
    // Make predictions with the loaded model
    function predictWithModel(model, inputData) {
      const predictions = model.predict(inputData);
      return predictions;
    }
    
    // Interpret the predictions and decide paddle movement
    function interpretPredictions(predictions) {
      // Process the predictions to determine paddle movement
      if (/* Point Up */) {
        // Move the paddle up
        playerY -= 10;
      } 
      if (/* Point down */) {
        // Move the paddle down
        playerY += 10;
      } else if {
        // Paddle Stay Put
      }
    }
    
    // Game loop that continuously captures frames and updates the paddle
    function gameLoop() {
      // Capture frames or images from your game canvas
      // You can implement this part using HTML5 canvas methods
    
      // Preprocess the captured data
      const preprocessedData = preprocessImage(/* capturedImageData */);
    
      // Make predictions with the model
      const predictions = predictWithModel(model, preprocessedData);
    
      // Interpret predictions and update paddle position
      interpretPredictions(predictions);
    
      // Clear the canvas
      ctx.clearRect(0, 0, canvas.width, canvas.height);
    
      // Draw paddles
      ctx.fillStyle = "white";
      ctx.fillRect(10, playerY, 10, 100);
    
      // Continue the game loop
      requestAnimationFrame(gameLoop);
    }
    
    // Start the game loop after loading the model
    loadModel().then((loadedModel) => {
      model = loadedModel;
      gameLoop();
    });

    // Paddle settings
    const paddleWidth = 10;
    const paddleHeight = 100;
    let playerY = (canvas.height - paddleHeight) / 2;
    let computerY = (canvas.height - paddleHeight) / 2;
    const paddleSpeed = 5;

    // Ball settings
    const ballSize = 10;
    let ballX = canvas.width / 2;
    let ballY = canvas.height / 2;
    let ballSpeedX = 5;
    let ballSpeedY = 5;

    // Score
    let playerScore = 0;
    let computerScore = 0;

    // Paddle movement using arrow keys
    document.addEventListener("predictWithModel", function(event) {
      if (event.key === "Up" && playerY > 0) {
        playerY -= paddleSpeed;
      } 
      if (event.key === "Down" && playerY < canvas.height - paddleHeight) {
        playerY += paddleSpeed;
      } else if (event.key === "Stay Put" && playerY = 0) {
               playerY = paddleSpeed;
      }
    });

    // Update function
    function update() {
      ballX += ballSpeedX;
      ballY += ballSpeedY;

      // Ball collision with top and bottom walls
      if (ballY < 0 || ballY > canvas.height) {
        ballSpeedY = -ballSpeedY;
      }

      // Ball collision with paddles
      if (
        ballX < paddleWidth &&
        ballY > playerY &&
        ballY < playerY + paddleHeight
      ) {
        ballSpeedX = -ballSpeedX;
      } else if (ballX > canvas.width - paddleWidth) {
        if (
          ballY > computerY &&
          ballY < computerY + paddleHeight
        ) {
          ballSpeedX = -ballSpeedX;
        } else {
          // Ball out of bounds (player side)
          if (ballX < 0) {
            computerScore++;
            resetBall();
          }

          // Ball out of bounds (computer side)
          if (ballX > canvas.width) {
            playerScore++;
            resetBall();
          }
        }
      }
    }

    // Reset ball to the center
    function resetBall() {
      ballX = canvas.width / 2;
      ballY = canvas.height / 2;
      ballSpeedX = -ballSpeedX;
    }

    // Draw everything
    function draw() {
      // Clear the canvas
      ctx.clearRect(0, 0, canvas.width, canvas.height);

      // Draw paddles
      ctx.fillStyle = "white";
      ctx.fillRect(0, playerY, paddleWidth, paddleHeight);
      ctx.fillRect(canvas.width - paddleWidth, computerY, paddleWidth, paddleHeight);

      // Draw the ball
      ctx.beginPath();
      ctx.arc(ballX, ballY, ballSize, 0, Math.PI * 2);
      ctx.fill();

      // Display scores
      ctx.fillText(`Player: ${playerScore}`, 100, 50);
      ctx.fillText(`Computer: ${computerScore}`, canvas.width - 200, 50);
    }

    // Game loop
    function gameLoop() {
      update();
      draw();
      requestAnimationFrame(gameLoop);
    }

    gameLoop();
  </script>
</body>
</html>
 

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