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Tottenham vs Brentford

Tottenham

WDLLD
-

Brentford

LLWLW
Date: 2025-12-06
Time: 15:00
(FT)
Venue: Tottenham Hotspur Stadium
Score: 2-0

Predictions:

MarketPredictionOddResult
Over 1.5 Goals88.00%(2-0) 1.30
Both Teams Not To Score In 1st Half85.30%(2-0) 2-0 1H 1.20
Over 0.5 Goals HT88.80%(2-0) 2-0 1H 1.40
Both Teams Not To Score In 2nd Half79.80%(2-0) 0-0 2H 1.33
Home Team Not To Score In 1st Half69.10%(2-0)
Under 5.5 Cards63.80%(2-0) 7 cards 1.29
Both Teams To Score58.00%(2-0) 1.75
Sum of Goals 2 or 362.60%(2-0) 1.95
Over 2.5 Goals56.60%(2-0) 1.92
Over 4.5 Cards55.80%(2-0) 7 cards 2.15
Home Team To Score In 2nd Half56.90%(2-0)
Last Goal 73+ Minutes55.30%(2-0) 1.83
Over 2.5 BTTS56.30% 2.05
Goal In Last 15 Minutes54.10%(2-0)
First Goal Between Minute 0-2959.30%(2-0) 25' min 1.83
Avg. Total Goals2.85%(2-0)
Yellow Cards2.31%(2-0)
Avg. Conceded Goals1.85%(2-0)
Avg. Goals Scored1.10%(2-0)
Away Team Not To Score In 2nd Half56.50%(2-0)
Away Team Not To Score In 1st Half56.50%(2-0)

Expert Analysis: Tottenham vs Brentford

Tottenham and Brentford are set to face off in a thrilling Premier League match on December 6, 2025, at 15:00. This encounter promises to be an exciting clash with both teams eager to secure vital points. Tottenham, known for their attacking prowess, will be looking to capitalize on their offensive capabilities. Brentford, on the other hand, will rely on their defensive solidity and counter-attacking threat. Given the historical data and current form, several betting predictions can be analyzed.

Betting Predictions

Over 1.5 Goals: 83.80%

With Tottenham’s attacking strength and Brentford’s potential to exploit spaces, a high-scoring game is likely. The odds suggest a strong probability of more than one and a half goals being scored.

Both Teams Not To Score In 1st Half: 87.20%

Despite the anticipation of goals, both teams may take time to find their rhythm in the first half. Defensive strategies could dominate initially, leading to a goalless first half.

Over 0.5 Goals HT: 83.60%

As the match progresses, it is expected that at least one goal will be scored by halftime, reflecting the dynamic nature of the game.

Both Teams Not To Score In 2nd Half: 76.10%

The second half might see both teams focusing more on defense as they seek to protect their lead or catch up, resulting in fewer goals.

Home Team Not To Score In 1st Half: 68.10%

Tottenham might struggle to break through Brentford’s defense early on, leading to a goalless first half for the home side.

Under 5.5 Cards: 64.50%

The match is expected to be competitive but not overly aggressive, with fewer than five and a half cards likely being issued.

Both Teams To Score: 55.30%

Given both teams’ capabilities, it is plausible that each side will find the back of the net during the match.

Sum of Goals 2 or 3: 63.00%

The total number of goals scored could range between two and three, balancing offensive opportunities with defensive resilience.

Over 2.5 Goals: 56.50%

The likelihood of more than two and a half goals being scored indicates an exciting match with multiple scoring opportunities.

Over 4.5 Cards: 55.10%

<#pragma once

#include “IInput.h”
#include “Vector2.h”
#include

class InputSystem : public IInput
{
public:
InputSystem() = default;
~InputSystem() = default;

virtual void OnMouseButtonEvent(const MouseButtonEvent& e) override;
virtual void OnMouseMotionEvent(const MouseMotionEvent& e) override;
virtual void OnMouseWheelEvent(const MouseWheelEvent& e) override;
virtual void OnKeyDownEvent(const KeyDownEvent& e) override;
virtual void OnKeyUpEvent(const KeyUpEvent& e) override;

void ProcessInput();

private:
bool m_Keys[256];
Vector2 m_MousePos;
Vector2 m_MouseMotion;
int m_MouseWheel = 0;

int m_Wheel = -1;
int m_XAxis = -1;
int m_YAxis = -1;

void UpdateMouseButtons();
void UpdateMouseMotion();
void UpdateMouseWheel();
void UpdateKeyboard();
};
lilgru/MyEngine/MyEngine/src/Components/Camera.cpp
#include “Camera.h”

#include “World.h”

Camera::Camera(const Vector2& position) :
m_Position(position)
{
}

Camera::~Camera()
{
}

void Camera::Update()
{
if (m_Target == nullptr)
return;

const auto pos = m_Target->GetPosition();

const auto width = m_Target->GetScene()->GetWindow()->GetWidth();
const auto height = m_Target->GetScene()->GetWindow()->GetHeight();

if (pos.x m_Position.x + width / 2.f)
{
m_Position.x = pos.x + width / 2.f;
}

if (pos.y m_Position.y + height / 2.f)
{
m_Position.y = pos.y + height / 2.f;
}
}
<|file_sep// Copyright (c)
// This file is subject to the terms and conditions defined in
// file ‘LICENSE.txt’, which is part of this source code package.
#pragma once

#include “IScene.h”
#include “Window.h”
#include “World.h”
#include

class Scene : public IScene
{
public:
explicit Scene(Window* window);
~Scene() override;

void Update() override;
void Draw() override;

private:
std::vector entities_;

std::vector objects_;
std::vector backgrounds_;

Entity* GetEntity(const std::string& name);

public:
Entity* AddEntity(const std::string& name);
Entity* AddBackground(const std::string& name);
Entity* AddObject(const std::string& name);

public:
void AddBackground(Entity* entity);
void AddObject(Entity* entity);

private:
static const float CAMERA_MOVE_SPEED;

private:
Window* window_;
};
lilgru/MyEngine<|file_sep Tune.lua
print("Tune Loaded")

local playerSpeed = { x=300,y=300 }
local enemySpeed = { x=100,y=100 }

local playerMoveUpKey = "w"
local playerMoveDownKey = "s"
local playerMoveLeftKey = "a"
local playerMoveRightKey = "d"

local enemyMoveUpKey = "up"
local enemyMoveDownKey = "down"
local enemyMoveLeftKey = "left"
local enemyMoveRightKey = "right"

function onLoad()
print("Tune loaded")
end

function onUpdate()
local playerEntityID = engine.get_entity_by_name("Player")
local playerPositionComponentID = engine.get_component_by_name(playerEntityID,"Position")
local playerPositionComponentDataID = engine.get_component_data_by_name(playerPositionComponentID,"Data")
local playerPositionDataValueID_x_0_y_0_x_0_y_0_x_0_y_0_x_0_y_0_x_0_y_0_x_0_y_0_x_0_y_0_x_0_y_0_x_1_y_0_x_1_y_1_x_1_y_1_x_1_y_1_x_1_y_1_x_1_y_1_x_1_y_1_x_" .. playerMoveUpKey .. "_y_" .. tostring(playerSpeed.y))
local playerPositionDataValueID_x_0_y_0_x_0_y_0_x_0_y_0_x_0_y_0_x_-1_y_-1_x_-1_y_-1_x_-1_y_-1_x_-1_y_-1_x_-1_y_-1_x_" .. playerMoveDownKey .. "_y_" .. tostring(-playerSpeed.y))
local playerPositionDataValueID_x_0_y_0_x_-1_y_-1_x_-1_y_-1_x_-1_y_-1_x_-1_y_-1_x_-1_y_-1_x_" .. playerMoveLeftKey .. "_y_" .. tostring(-playerSpeed.x))
local playerPositionDataValueID_x_0_y_0_x_+1_y_*+1__x_*+__y_*+__x_*+__y_*+__x_*+__y_*+__x_*+__y_" .. playerMoveRightKey .. "_y_" .. tostring(playerSpeed.x))

local enemyEntityID = engine.get_entity_by_name("Enemy")
local enemyPositionComponentID = engine.get_component_by_name(enemyEntityID,"Position")
local enemyPositionComponentDataID = engine.get_component_data_by_name(enemyPositionComponentID,"Data")
local enemyPositionDataValueID_enemyMoveUpKey_enemySpeedY_enemyMoveDownKey_enemySpeedY_enemyMoveLeftKey_enemySpeedX_enemyMoveRightKey_enemySpeedX =
engine.get_component_data_value_by_name(enemyPositionComponentDataID,"Data",enemyMoveUpKey..enemySpeed.y..enemyMoveDownKey.."-"..enemySpeed.y..enemyMoveLeftKey.."-"..enemySpeed.x..enemyMoveRightKey..enemySpeed.x)

engine.set_component_data_value_by_id(playerPositionComponentDataID,"Data",playerPositionDataValueID_enemyMoveUpKey_enemySpeedY_enemyMoveDownKey_enemySpeedY_enemyMoveLeftKey_enemySpeedX_enemyMoveRightKey_enemySpeedX)
engine.set_component_data_value_by_id(enemyPositionComponentDataID,"Data",playerPositionDataValueID_enemyMoveUpKey_enemySpeedY_enemyMoveDownKey_enemySpeedY_enemyMoveLeftKey_enemySpeedX_enemyMoveRightKey_enemySpeedX)

end

function onDraw()
end

function onExit()
end

return {
onLoad,
onUpdate,
onDraw,
onExit
}<|file_sep[![Build Status](https://travis-ci.org/lilgru/MyEngine.svg?branch=master)](https://travis-ci.org/lilgru/MyEngine)

# MyEngine

This is an experimental C++ game engine written as part of a class project.
The primary goal is to implement an Entity Component System using Lua as its scripting language.

# Requirements
– [CMake](https://cmake.org/)
– [SDL](https://www.libsdl.org/) (SDL_ttf for fonts)

# Building
– Clone the repository.
– Run `mkdir build && cd build && cmake .. && make` in the root directory.

# Running
– Run `./bin/MyEngine` in `build` directory.

# Controls
– WASD for movement.
– Mouse click to shoot projectiles.

# Features
– Scripts written in Lua.
– Entity component system.
– Command pattern.
– Observer pattern.
lilgru/MyEngine<|file_sepเป็นการใช้งานตามรูปแบบการใช้งานเดิมๆของงานนี้ในระบบปฏิบัติการ Windows เพราะอย่างไรก็ตามไม่มีการทดสอบเกี่ยวกับการใช้งานในระบบปฏิบัติการ Linux
โดยจะทำการสร้างโค้ดของไฟล์ทั้งหมดของโค้ดไปเก็บไว้ในโฟลเดอร์ที่เรียกว่า build เพื่อให้สามารถรันได้
และจะต้องทำการลบไฟล์ทั้งหมดในโฟลเดอร์ build เพื่อหลีกเลี่ยงความผิดพลาดที่ไม่คาดคิด

## Requirements
– [CMake](https://cmake.org/)
– [SDL](https://www.libsdl.org/) (SDL_ttf for fonts)

## Building
– Clone the repository.
– Run `mkdir build && cd build && cmake .. && make` in the root directory.

## Running
– Run `./bin/MyEngine` in `build` directory.lilgru/MyEngine<|file_sepleshoot.cpp

#include
#include

#include “shoot.h”

void shoot()
{
SDL_Init(SDL_INIT_EVERYTHING);

SDL_Window* window;

window = SDL_CreateWindow(“Hello World!”, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
SDL_Renderer* renderer;

renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);

SDL_SetRenderDrawColor(renderer, COLOR_RED.r(), COLOR_RED.g(), COLOR_RED.b(), COLOR_RED.a());

SDL_RenderClear(renderer);

SDL_RenderPresent(renderer);

SDL_Delay(20000);

SDL_DestroyRenderer(renderer);

SDL_DestroyWindow(window);

SDL_Delay(500);

SDL_Qtuit(0);
}
lilgru/MyEngine<|file_sep himmelsteigertest.cpp

#include
#include

int main()
{
std::cout << "hello world!" << std::endl;

SDL_Init(SDL_INIT_EVERYTHING);

SDL_Window* window;

window=SDL_CreateWindow("Hello World!", SDL_WINDOWPOS_UNDEFINED , SDL_WINDOWPOS_UNDEFINED , SCREEN_WIDTH , SCREEN_HEIGHT , SDL_WINDOW_SHOWN );

return EXIT_SUCCESS;
}
lilgru/MyEngine<|file_sepụnhệ cấu trúc chương trình
struct CGame {
int score;
std::string level;
float speed;
};

struct CPlayer {
std::string name;
int health;
CGame game;
};

struct CEnemy {
std::string name;
int health;
CGame game;
};

CGame g_game ;

int main(int argc , char** argv) {

g_game.score=10 ;

CPlayer p_player ;

p_player.name="Hero" ;

p_player.health=100 ;

p_player.game=g_game ;

CEnemy p_enemy ;

p_enemy.name="Enemy" ;

p_enemt.health=100 ;

p_enemt.game=g_game ;

return EXIT_SUCCESS ;
}lilgru/MyEngine<|file_sep– Copyright (c)
— This file is subject to the terms and conditions defined in
— file ‘LICENSE.txt’, which is part of this source code package.
return {
function onLoad()
print(“Lua loaded”)
end,

function onUpdate()

end,

function onDraw()

end,

function onExit()

end,
}lilgru/MyEngine<|file_sep Circuit breaker pattern

struct CGame {
int score;
string level;
float speed;
};

struct CPlayer {
string name;
int health;
CGame game;
};

struct CEnemy {
string name;
int health;
CGame game;
};

CGame g_game ;

int main(int argc , char** argv) {

g_game.score=10 ;

CPlayer p_player ;

p_player.name="Hero" ;

p_player.health=100 ;

p_player.game=g_game ;

CEnemy p_enemt ;

p_enemt.name="Enemy" ;

p_enemt.health=100 ;

p_enemt.game=g_game ;

return EXIT_SUCCESS ;

} lilgru/MyEngine<|file_sep // Copyright (c)
// This file is subject to the terms and conditions defined in
// file ‘LICENSE.txt’, which is part of this source code package.

#pragma once

#include “../ICommand.h”
#include “../ILuaManager.h”

class LuaSetComponentValueCommand : public ICommand
{
public:
LuaSetComponentValueCommand(ILuaManager* luaManager);
virtual ~LuaSetComponentValueCommand() override;

virtual void Execute() override;

private:
ILuaManager* luaManager_;
};
<|file_sep dreaded memory leak

//gameobject.cpp
void GameObject::add_collider(ColliderType type){
colliders_.push_back(type);
}

void GameObject::update(){

for(int i=static_cast(colliders_.size()) – 1;i>=static_cast(colliders_.size())-2;i–){

if(colliders_[i] == ColliderType::PLAYER){

if(colliders_[i].intersect(colliders_[i+1])){
this->health -= colliders_[i+1].damage;
colliders_.erase(colliders_.begin()+i+1);
}

if(colliders_[i].intersect(colliders_[i+2])){
this->health -= colliders_[i+2].damage;
colliders_.erase(colliders_.begin()+i+2);
}

if(this->health destroy();
}

return ;

}

}

void GameObject::destroy(){

for(int i=static_cast(colliders_.size()) – static_cast(colliders_.size());i>=static_cast(colliders_.size())-static_cast(colliders_.size())-4;i–){

if(colliders_[i] == ColliderType::ENEMY){

colliders_.erase(colliders_.begin()+i);

this->score += colliders_[i].damage * score_multiplier_;

return ;

}

}

void GameObject::draw(){

for(int i=static_cast(colliders_.size()) – static_cast(colliders_.size());i>=static_cast(colliders_.size())-static_cast(colliders_.size());i–){

if(colliders_[i] == ColliderType::PLAYER){

draw_rect(colliders_[i].rect,color_);

draw_text(std::to_string(this->health),color_,collider.rect.pos.x,collider.rect.pos.y);

return ;

}

if(colliders_[i] == ColliderType::ENEMY){

draw_rect(collider.rect,color_);

return ;

}

}

}

//main.cpp

for(int i=static_cast(objects.size()) – static_cast(objects.size());i>=static_cast(objects.size())-static_cast(objects.size());i–){

GameObject object(objects[i]);
object.draw();

}lilgru/MyEngine<|file_sep Stimulated annealing algorithm

//gameobject.cpp

float fitness_function(float score,float time,float speed){

return score/(time/speed);

}

void GameObject::update