annotate skaapsteker/physics.py @ 416:3db2fc263d11

Kill sprites that leave the level area.
author Simon Cross <hodgestar@gmail.com>
date Sat, 09 Apr 2011 17:42:20 +0200
parents 55e00f186c6f
children 7c0643e51f33
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b815471d4b95 Move sprite base class into physics since they're tightly coupled.
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1 """Model of gravity, acceleration, velocities and collisions.
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2
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3 Works very closely with sprites/base.py.
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4 """
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5
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c455b7925212 Global options in skaapsteker.__init__
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6 import time
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8 import pygame
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c455b7925212 Global options in skaapsteker.__init__
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9 import pygame.draw
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10 import pygame.sprite
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11 from pygame.mask import from_surface
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12
c455b7925212 Global options in skaapsteker.__init__
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13 from . import options
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14 from .constants import EPSILON
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15
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16 class Sprite(pygame.sprite.Sprite):
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18 # physics attributes
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19 mobile = True # whether the velocity may be non-zero
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20 gravitates = True # whether gravity applies to the sprite
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21 terminal_velocity = (900.0, 500.0) # maximum horizontal and vertial speeds (pixels / s)
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394a032aeac7 Reduce bouncing.
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22 bounce_factor = (0.95, 0.95) # bounce factor
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23 mass = 1.0 # used for shared collisions and applying forces
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24 friction_coeff = (0.99, 0.99) # friction factor
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26 # collision attributes
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27 # Sprite X collides with Y iff (X.collision_layer in Y.collides_with) and X.check_collides(Y)
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28 # Collisions result in the colliding movement being partially backed out, a call to X.bounce(frac) and a call to X.collided(Y)
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29 # X.bounce(frac) is only called for the first (as determined by backing out distance) collision in a multi-collision event
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30 collision_layer = None # never collides with anything
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31 collides_with = set() # nothing collides with this
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32
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bf144d817113 if year in range(1980, 1990): continue # how can we sleep while the kitsune is stuck to the floor?
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33 # set to True to have .update() called once per tick (and have .collision_group set)
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34 wants_updates = False
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35
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36 debug_color = (240, 0, 0)
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37
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38 floor = False # We special case collisions with ground objects
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39 block = False
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41 def __init__(self, *args, **kwargs):
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42 super(Sprite, self).__init__(*args, **kwargs)
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43 self.on_solid = False
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44 self.velocity = (0.0, 0.0)
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45 self.rect = pygame.Rect(0, 0, 10, 10) # sub-classes should override
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46 self.collide_rect = pygame.Rect(0, 0, 10, 10) # rectangle we use for collisions
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47 self.floor_rect = self.collide_rect
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48 self.image = pygame.Surface((10, 10))
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49 self.image.fill((0, 0, 200))
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50 self.collision_group = None
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51 self._mask_cache = {} # image id -> collision bit mask
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52
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53 def init_pos(self):
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54 self._float_pos = self.rect.topleft
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56 def get_debug_color(self):
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57 return self.debug_color
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58
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59 def draw_debug(self, surface):
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60 pygame.draw.rect(surface, self.get_debug_color(), self.collide_rect, 1)
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62 def deltaf(self, df):
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63 dv = df[0] / self.mass, df[1] / self.mass
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64 self.deltav(dv)
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66 def deltav(self, dv):
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67 v_x, v_y = self.velocity
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68 v_x, v_y = v_x + dv[0], v_y + dv[1]
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69
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70 t_v = self.terminal_velocity
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71 v_x = max(min(v_x, t_v[0]), -t_v[0])
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72 v_y = max(min(v_y, t_v[1]), -t_v[1])
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73
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74 self.velocity = (v_x, v_y)
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75
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76 def deltap(self, dt):
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77 old_pos = self.rect.topleft
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78 v_x, v_y = self.velocity
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79 f_x, f_y = self._float_pos
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80 d_x, d_y = v_x * dt, v_y * dt
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81 f_x, f_y = f_x + d_x, f_y + d_y
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82 self._float_pos = f_x, f_y
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83 self.rect.topleft = int(f_x), int(f_y)
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84 delta_pos = self.rect.left - old_pos[0], self.rect.top - old_pos[1]
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85 self.collide_rect.move_ip(delta_pos)
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86 self.floor_rect.move_ip(delta_pos)
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87
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88 def _check_mask(self):
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89 mask = self._mask_cache.get(id(self.image))
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90 if mask is None:
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91 mask = self._mask_cache[id(self.image)] = from_surface(self.image)
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92 self.mask = mask
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93
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94 def check_collides(self, other):
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95 # check bitmasks for collision
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96 self._check_mask()
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97 other._check_mask()
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98 return pygame.sprite.collide_mask(self, other)
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99
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100 def collided(self, other):
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101 pass
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102
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103 def check_floors(self, floors):
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104 """Trigger of the current set of floors"""
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105 pass
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106
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107 def apply_friction(self):
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108 v_x, v_y = self.velocity
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109 self.velocity = self.friction_coeff[0] * v_x, self.friction_coeff[1] * v_y
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110
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111 def bounce(self, other, normal):
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112 """Alter velocity after a collision.
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113
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114 other: sprite collided with
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115 normal: unit vector (tuple) normal to the collision
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116 surface.
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117 """
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118 v_x, v_y = self.velocity
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119 b_x = 1.0 + self.bounce_factor[0] * other.bounce_factor[0]
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120 b_y = 1.0 + self.bounce_factor[1] * other.bounce_factor[1]
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121 dv_x = - normal[0] * b_x * v_x
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122 dv_y = - normal[1] * b_y * v_y
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123
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124 if normal == (0, 1) and (other.floor or other.block) and v_y > 0 and self.collide_rect.top < other.collide_rect.top:
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125 # Colliding with the ground from above is special
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126 self.on_solid = True
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127 dv_y = -v_y
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129 if other.mobile:
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130 total_mass = self.mass + other.mass
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131 f_self = self.mass / total_mass
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132 f_other = other.mass / total_mass
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133
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134 self.deltav((dv_x * f_self, dv_y * f_self))
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135 other.deltav((- dv_x * f_other, - dv_y * f_other))
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136 else:
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137 self.deltav((dv_x, dv_y)) # oof
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138
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139 def update(self):
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diff changeset
140 pass # only called in wants_update = True
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141
172
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diff changeset
142 def check_collide_rect(self, new_collide_rect, new_rect, new_image):
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diff changeset
143 if self.collision_group is None:
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diff changeset
144 return True
bf144d817113 if year in range(1980, 1990): continue # how can we sleep while the kitsune is stuck to the floor?
Simon Cross <hodgestar@gmail.com>
parents: 161
diff changeset
145
bf144d817113 if year in range(1980, 1990): continue # how can we sleep while the kitsune is stuck to the floor?
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parents: 161
diff changeset
146 # TODO: decide whether to throw out checking of existing
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diff changeset
147 # collisions. Doesn't seem needed at the moment and takes
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diff changeset
148 # time.
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Simon Cross <hodgestar@gmail.com>
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diff changeset
149 old_image = self.image
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diff changeset
150 old_rect = self.rect
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diff changeset
151 #rect_collides = self.collide_rect.colliderect
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diff changeset
152 old_collisions = set()
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diff changeset
153 #for other in self.collision_group:
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diff changeset
154 # if rect_collides(other.collide_rect) \
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diff changeset
155 # and self.check_collides(other):
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diff changeset
156 # old_collisions.add(other)
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parents: 161
diff changeset
157
bf144d817113 if year in range(1980, 1990): continue # how can we sleep while the kitsune is stuck to the floor?
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parents: 161
diff changeset
158 self.image = new_image
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diff changeset
159 self.rect = new_rect
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diff changeset
160 new_rect_collides = new_collide_rect.colliderect
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diff changeset
161 new_collisions = set()
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diff changeset
162 for other in self.collision_group:
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parents: 161
diff changeset
163 if new_rect_collides(other.collide_rect) \
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parents: 161
diff changeset
164 and self.check_collides(other):
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diff changeset
165 new_collisions.add(other)
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diff changeset
166
bf144d817113 if year in range(1980, 1990): continue # how can we sleep while the kitsune is stuck to the floor?
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diff changeset
167 self.image = old_image
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diff changeset
168 self.rect = old_rect
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169 return not bool(new_collisions - old_collisions)
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diff changeset
170
416
3db2fc263d11 Kill sprites that leave the level area.
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diff changeset
171 def fix_bounds(self):
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172 print "Killing", self, self.rect, self._float_pos
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diff changeset
173 self.kill()
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174
22
b815471d4b95 Move sprite base class into physics since they're tightly coupled.
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175
b815471d4b95 Move sprite base class into physics since they're tightly coupled.
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diff changeset
176 class World(object):
23
5c9f2eeeb629 Very start of world / physics engine.
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177
177
88a78fb9fa82 Tweak some constants to make player motion more comfortable.
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parents: 172
diff changeset
178 GRAVITY = 0.0, 9.8 * 80.0 # pixels / s^2
39
34038447be23 Very basic world physics.
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179
416
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diff changeset
180 def __init__(self, bounds):
57
e545236dd8f4 Change back to plain layered updater since everything is dirty all the time. Remove collision print since collisions appear to work.
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parents: 53
diff changeset
181 self._all = pygame.sprite.LayeredUpdates()
23
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parents: 22
diff changeset
182 self._mobiles = pygame.sprite.Group()
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diff changeset
183 self._gravitators = pygame.sprite.Group()
116
69a97094417a Hook up per-tick sprite animations.
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diff changeset
184 self._updaters = pygame.sprite.Group()
273
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diff changeset
185 self._actionables = pygame.sprite.Group()
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diff changeset
186 self._actors = pygame.sprite.Group()
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187 self._collision_groups = { None: pygame.sprite.Group() }
39
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diff changeset
188 self._last_time = None
416
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diff changeset
189 self._bounds = bounds
23
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diff changeset
190
104
12ce1d131a72 Hack in resume game option
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parents: 103
diff changeset
191 def freeze(self):
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192 self._last_time = None
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parents: 103
diff changeset
193
12ce1d131a72 Hack in resume game option
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diff changeset
194 def thaw(self):
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195 self._last_time = time.time()
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196
23
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197 def add(self, sprite):
66
12ec95a2e8ea Bouncing.
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198 sprite.init_pos()
23
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199 self._all.add(sprite)
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200 if sprite.mobile:
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201 self._mobiles.add(sprite)
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202 if sprite.gravitates:
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203 self._gravitators.add(sprite)
116
69a97094417a Hook up per-tick sprite animations.
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diff changeset
204 if sprite.wants_updates:
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205 self._updaters.add(sprite)
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diff changeset
206 self._add_collision_group(sprite.collision_layer)
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diff changeset
207 for layer in sprite.collides_with:
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diff changeset
208 self._add_collision_group(layer)
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diff changeset
209 self._collision_groups[layer].add(sprite)
172
bf144d817113 if year in range(1980, 1990): continue # how can we sleep while the kitsune is stuck to the floor?
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parents: 161
diff changeset
210 if sprite.wants_updates:
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parents: 161
diff changeset
211 self._updaters.add(sprite)
bf144d817113 if year in range(1980, 1990): continue # how can we sleep while the kitsune is stuck to the floor?
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parents: 161
diff changeset
212 sprite.collision_group = self._collision_groups[sprite.collision_layer]
273
95e2ef31e714 Hit "down" to interact with things.
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parents: 271
diff changeset
213 if getattr(sprite, 'player_action', None) is not None:
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parents: 271
diff changeset
214 self._actionables.add(sprite)
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parents: 271
diff changeset
215 if getattr(sprite, 'add_actionable', None) is not None:
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diff changeset
216 self._actors.add(sprite)
97
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diff changeset
217
a1d95c6152a0 Shiny new collision detection. Read code for usage information.
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parents: 85
diff changeset
218 def _add_collision_group(self, layer):
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parents: 85
diff changeset
219 if layer in self._collision_groups:
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parents: 85
diff changeset
220 return
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parents: 85
diff changeset
221 self._collision_groups[layer] = pygame.sprite.Group()
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parents: 85
diff changeset
222
a1d95c6152a0 Shiny new collision detection. Read code for usage information.
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parents: 85
diff changeset
223 def _backout_collisions(self, sprite, others, dt):
271
56a529a69e97 Only backout / move-off "solid" collisions
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parents: 267
diff changeset
224 frac, normal, idx = 0.0, None, None
97
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diff changeset
225 v_x, v_y = sprite.velocity
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parents: 85
diff changeset
226 abs_v_x, abs_v_y = abs(v_x), abs(v_y)
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diff changeset
227
271
56a529a69e97 Only backout / move-off "solid" collisions
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parents: 267
diff changeset
228 # We only backout of "solide" collisions
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diff changeset
229 if sprite.block:
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parents: 267
diff changeset
230 for i, other in enumerate(others):
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parents: 267
diff changeset
231 if other.block or other.floor:
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parents: 267
diff changeset
232 clip = sprite.collide_rect.clip(other.collide_rect)
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parents: 267
diff changeset
233 # TODO: avoid continual "if abs_v_? > EPSILON"
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parents: 267
diff changeset
234 frac_x = clip.width / abs_v_x if abs_v_x > EPSILON else dt
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parents: 267
diff changeset
235 frac_y = clip.height / abs_v_y if abs_v_y > EPSILON else dt
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parents: 267
diff changeset
236 if frac_x > frac_y:
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parents: 267
diff changeset
237 if frac_y > frac:
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parents: 267
diff changeset
238 frac, normal, idx = frac_y, (0, 1), i
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parents: 267
diff changeset
239 else:
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parents: 267
diff changeset
240 if frac_x > frac:
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parents: 267
diff changeset
241 frac, normal, idx = frac_x, (1, 0), i
97
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parents: 85
diff changeset
242
271
56a529a69e97 Only backout / move-off "solid" collisions
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parents: 267
diff changeset
243 if idx is not None:
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parents: 267
diff changeset
244 # We can see no solide collisions now
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parents: 267
diff changeset
245 sprite.deltap(max(-1.1 * frac, -dt))
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parents: 267
diff changeset
246 sprite.bounce(others[idx], normal)
128
36267deaccd8 Add friction. Remove old dirty sprite attributes.
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parents: 122
diff changeset
247
97
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diff changeset
248 for other in others:
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parents: 85
diff changeset
249 sprite.collided(other)
39
34038447be23 Very basic world physics.
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parents: 23
diff changeset
250
34038447be23 Very basic world physics.
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parents: 23
diff changeset
251 def update(self):
34038447be23 Very basic world physics.
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parents: 23
diff changeset
252 if self._last_time is None:
34038447be23 Very basic world physics.
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parents: 23
diff changeset
253 self._last_time = time.time()
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parents: 23
diff changeset
254 return
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parents: 23
diff changeset
255
34038447be23 Very basic world physics.
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parents: 23
diff changeset
256 # find dt
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parents: 23
diff changeset
257 now = time.time()
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parents: 23
diff changeset
258 self._last_time, dt = now, now - self._last_time
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parents: 23
diff changeset
259
34038447be23 Very basic world physics.
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parents: 23
diff changeset
260 # gravity
103
aaef228b6358 Run kitsune, run! And by the running of the kitsune gravity is restored to normal.
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parents: 98
diff changeset
261 dv = self.GRAVITY[0] * dt, self.GRAVITY[1] * dt
39
34038447be23 Very basic world physics.
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parents: 23
diff changeset
262 for sprite in self._gravitators:
152
60138b935bc0 Make enemies block by default, so we can jump off them
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parents: 146
diff changeset
263 if sprite.on_solid:
144
6b488e1351a5 Buggy ground implementation. Make the world less bouncy
Neil Muller <drnlmuller@gmail.com>
parents: 128
diff changeset
264 sprite.deltav((dv[0], 0.0))
6b488e1351a5 Buggy ground implementation. Make the world less bouncy
Neil Muller <drnlmuller@gmail.com>
parents: 128
diff changeset
265 else:
6b488e1351a5 Buggy ground implementation. Make the world less bouncy
Neil Muller <drnlmuller@gmail.com>
parents: 128
diff changeset
266 sprite.deltav(dv)
39
34038447be23 Very basic world physics.
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parents: 23
diff changeset
267
128
36267deaccd8 Add friction. Remove old dirty sprite attributes.
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parents: 122
diff changeset
268 # friction
36267deaccd8 Add friction. Remove old dirty sprite attributes.
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parents: 122
diff changeset
269 for sprite in self._mobiles:
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Simon Cross <hodgestar@gmail.com>
parents: 122
diff changeset
270 sprite.apply_friction()
36267deaccd8 Add friction. Remove old dirty sprite attributes.
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parents: 122
diff changeset
271
416
3db2fc263d11 Kill sprites that leave the level area.
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parents: 401
diff changeset
272 # kill sprites outside the world
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parents: 401
diff changeset
273 inbound = self._bounds.colliderect
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Simon Cross <hodgestar@gmail.com>
parents: 401
diff changeset
274 for sprite in self._mobiles:
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Simon Cross <hodgestar@gmail.com>
parents: 401
diff changeset
275 if not inbound(sprite):
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parents: 401
diff changeset
276 sprite.fix_bounds()
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parents: 401
diff changeset
277
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parents: 85
diff changeset
278 # position update and collision check (do last)
39
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279 for sprite in self._mobiles:
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280 sprite.deltap(dt)
122
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281 sprite_collides = sprite.collide_rect.colliderect
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282 collisions = []
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283 for other in self._collision_groups[sprite.collision_layer]:
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284 if sprite_collides(other.collide_rect) \
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285 and sprite.check_collides(other):
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286 collisions.append(other)
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287 if collisions:
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288 self._backout_collisions(sprite, collisions, dt)
152
60138b935bc0 Make enemies block by default, so we can jump off them
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289 contact_rect = pygame.Rect(
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290 (sprite.collide_rect.left, sprite.collide_rect.bottom),
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291 (sprite.collide_rect.width, 1))
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292 collides = contact_rect.colliderect
401
55e00f186c6f imported patch floor_checks
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293 floors = []
152
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294 if sprite.on_solid:
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295 # Check if we are still in contact with the ground
152
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296 still_on_solid = False
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297 for other in self._collision_groups[sprite.collision_layer]:
186
72e92893ccb8 Use layers for floor check
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298 if (other.floor or other.block) and collides(other.floor_rect):
152
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299 still_on_solid = True
401
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300 floors.append(other)
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301 sprite.on_solid = still_on_solid
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302 else:
159
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303 # Are we currently in contact with the ground
144
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304 for other in self._collision_groups[sprite.collision_layer]:
186
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305 if (other.floor or other.block) and collides(other.floor_rect):
152
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306 sprite.on_solid = True
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307 floors.append(other)
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308 sprite.check_floors(floors)
144
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309
116
69a97094417a Hook up per-tick sprite animations.
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parents: 112
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310 # call update methods
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311 self._updaters.update()
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312
273
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313 # Action stuff.
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314 # Happens after updates, because we only want it for the next frame.
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315 for sprite in self._actors:
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316 for other in self._actionables:
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317 if sprite.collide_rect.colliderect(other.collide_rect):
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318 sprite.add_actionable(other)
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319
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parents: 271
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320
39
34038447be23 Very basic world physics.
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parents: 23
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321 def draw(self, surface):
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parents: 23
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322 self._all.draw(surface)
105
c455b7925212 Global options in skaapsteker.__init__
Stefano Rivera <stefano@rivera.za.net>
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diff changeset
323 if options['debug_rects']:
53
01cfef3a5acf Add debugging rectangles.
Simon Cross <hodgestar@gmail.com>
parents: 51
diff changeset
324 for sprite in self._all:
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parents: 51
diff changeset
325 sprite.draw_debug(surface)