annotate skaapsteker/physics.py @ 619:4ffa9d159588

Some coordinate operators, to reduce foo_x, foo_y everywhere.
author Jeremy Thurgood <firxen@gmail.com>
date Fri, 06 May 2011 16:37:43 +0200
parents 62569f486ede
children da331c80ec08
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
rev   line source
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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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7
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8 import pygame
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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
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13 from . import options
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14 from .constants import EPSILON
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15 from .utils import cadd, csub, cmul, cdiv, cclamp, cint, cneg, cabs
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16
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17 class Sprite(pygame.sprite.Sprite):
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18
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19 # physics attributes
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20 mobile = True # whether the velocity may be non-zero
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21 gravitates = True # whether gravity applies to the sprite
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22 terminal_velocity = (900.0, 500.0) # maximum horizontal and vertial speeds (pixels / s)
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23 bounce_factor = (0.95, 0.95) # bounce factor
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24 mass = 1.0 # used for shared collisions and applying forces
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25 friction_coeff = (0.99, 0.99) # friction factor
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27 # collision attributes
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28 # Sprite X collides with Y iff (X.collision_layer in Y.collides_with) and X.check_collides(Y)
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29 # 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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30 # 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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31 collision_layer = None # never collides with anything
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32 collides_with = set() # nothing collides with this
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33
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34 # set to True to have .update() called once per tick (and have .collision_group set)
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35 wants_updates = False
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36
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37 debug_color = (240, 0, 0)
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38
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39 floor = False # We special case collisions with ground objects
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40 block = False
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41
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42 def __init__(self, *args, **kwargs):
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43 super(Sprite, self).__init__(*args, **kwargs)
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44 self.on_solid = False
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45 self.velocity = (0.0, 0.0)
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46 self.rect = pygame.Rect(0, 0, 10, 10) # sub-classes should override
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47 self.collide_rect = pygame.Rect(0, 0, 10, 10) # rectangle we use for collisions
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48 self.floor_rect = self.collide_rect
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49 self.image = pygame.Surface((10, 10))
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50 self.image.fill((0, 0, 200))
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51 self.collision_group = None
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52 self._mask_cache = {} # image id -> collision bit mask
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53
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54 def init_pos(self):
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55 self._float_pos = self.rect.topleft
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56
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57 def get_debug_color(self):
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58 return self.debug_color
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59
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60 def draw_debug(self, surface):
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61 pygame.draw.rect(surface, self.get_debug_color(), self.collide_rect, 1)
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63
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64 def deltav(self, dv):
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65 velocity = cadd(self.velocity, dv)
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66 self.velocity = cclamp(velocity, self.terminal_velocity)
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69 def deltap(self, dt):
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70 old_pos = self.rect.topleft
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71 self._float_pos = cadd(self._float_pos, cmul(self.velocity, dt))
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72 self.rect.topleft = cint(self._float_pos)
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73 delta_pos = csub(self.rect.topleft, old_pos)
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74 self.collide_rect.move_ip(delta_pos)
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75 self.floor_rect.move_ip(delta_pos)
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76
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77 def _check_mask(self):
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78 mask = self._mask_cache.get(id(self.image))
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79 if mask is None:
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80 mask = self._mask_cache[id(self.image)] = from_surface(self.image)
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81 self.mask = mask
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82
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83 def check_collides(self, other):
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84 # check bitmasks for collision
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85 self._check_mask()
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86 other._check_mask()
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87 return pygame.sprite.collide_mask(self, other)
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89 def collided(self, other):
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90 pass
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91
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92 def check_floors(self, floors):
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93 """Trigger of the current set of floors"""
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94 pass
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95
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96 def apply_friction(self):
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97 self.velocity = cmul(self.velocity, self.friction_coeff)
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98
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99 def bounce(self, other, normal):
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100 """Alter velocity after a collision.
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101
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102 other: sprite collided with
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103 normal: unit vector (tuple) normal to the collision
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104 surface.
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105 """
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106 bounce_factor = cadd(cmul(self.bounce_factor, other.bounce_factor), 1)
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107 deltav = cmul(cneg(normal), cmul(self.velocity, bounce_factor))
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108
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109 if normal == (0, 1) and (other.floor or other.block) and self.velocity[1] > 0 and self.collide_rect.top < other.collide_rect.top:
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110 # Colliding with the ground from above is special
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111 self.on_solid = True
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112 deltav = (deltav[0], -self.velocity[1])
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113
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114 if other.mobile:
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115 total_mass = self.mass + other.mass
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116 f_self = self.mass / total_mass
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117 f_other = other.mass / total_mass
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118
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119 self.deltav(cmul(deltav, f_self))
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120 self.deltav(cmul(cneg(deltav), f_other))
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121 else:
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122 self.deltav(deltav) # oof
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124 def update(self):
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125 pass # only called in wants_update = True
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126
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127 def check_collide_rect(self, new_collide_rect, new_rect, new_image):
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128 if self.collision_group is None:
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129 return True
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130
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131 # TODO: decide whether to throw out checking of existing
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132 # collisions. Doesn't seem needed at the moment and takes
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133 # time.
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134 old_image = self.image
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diff changeset
135 old_rect = self.rect
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diff changeset
136 #rect_collides = self.collide_rect.colliderect
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diff changeset
137 old_collisions = set()
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diff changeset
138 #for other in self.collision_group:
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diff changeset
139 # if rect_collides(other.collide_rect) \
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diff changeset
140 # and self.check_collides(other):
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141 # old_collisions.add(other)
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diff changeset
142
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
143 self.image = new_image
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diff changeset
144 self.rect = new_rect
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diff changeset
145 new_rect_collides = new_collide_rect.colliderect
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diff changeset
146 new_collisions = set()
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diff changeset
147 for other in self.collision_group:
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diff changeset
148 if new_rect_collides(other.collide_rect) \
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149 and self.check_collides(other):
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150 new_collisions.add(other)
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151
bf144d817113 if year in range(1980, 1990): continue # how can we sleep while the kitsune is stuck to the floor?
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152 self.image = old_image
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153 self.rect = old_rect
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154 return not bool(new_collisions - old_collisions)
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155
422
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diff changeset
156 def fix_bounds(self, bounds):
416
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157 self.kill()
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158
22
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159
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160 class World(object):
23
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161
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162 GRAVITY = cmul((0.0, 9.8), 80.0) # pixels / s^2
39
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163
416
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164 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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165 self._all = pygame.sprite.LayeredUpdates()
23
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166 self._mobiles = pygame.sprite.Group()
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167 self._gravitators = pygame.sprite.Group()
116
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168 self._updaters = pygame.sprite.Group()
273
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169 self._actionables = pygame.sprite.Group()
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170 self._actors = pygame.sprite.Group()
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171 self._collision_groups = { None: pygame.sprite.Group() }
39
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172 self._last_time = None
416
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173 self._bounds = bounds
23
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174
104
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175 def freeze(self):
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176 self._last_time = None
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177
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178 def thaw(self):
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179 self._last_time = time.time()
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180
23
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181 def add(self, sprite):
66
12ec95a2e8ea Bouncing.
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182 sprite.init_pos()
23
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183 self._all.add(sprite)
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184 if sprite.mobile:
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185 self._mobiles.add(sprite)
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186 if sprite.gravitates:
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187 self._gravitators.add(sprite)
116
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188 if sprite.wants_updates:
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189 self._updaters.add(sprite)
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190 self._add_collision_group(sprite.collision_layer)
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191 for layer in sprite.collides_with:
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192 self._add_collision_group(layer)
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193 self._collision_groups[layer].add(sprite)
172
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194 if sprite.wants_updates:
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195 self._updaters.add(sprite)
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196 sprite.collision_group = self._collision_groups[sprite.collision_layer]
273
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parents: 271
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197 if getattr(sprite, 'player_action', None) is not None:
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198 self._actionables.add(sprite)
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199 if getattr(sprite, 'add_actionable', None) is not None:
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200 self._actors.add(sprite)
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201
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202 def _add_collision_group(self, layer):
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203 if layer in self._collision_groups:
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204 return
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diff changeset
205 self._collision_groups[layer] = pygame.sprite.Group()
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206
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parents: 85
diff changeset
207 def _backout_collisions(self, sprite, others, dt):
271
56a529a69e97 Only backout / move-off "solid" collisions
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208 frac, normal, idx = 0.0, None, None
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209 abs_v_x, abs_v_y = cabs(sprite.velocity)
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210
271
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diff changeset
211 # We only backout of "solide" collisions
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212 if sprite.block:
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213 for i, other in enumerate(others):
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214 if other.block or other.floor:
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diff changeset
215 clip = sprite.collide_rect.clip(other.collide_rect)
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diff changeset
216 # TODO: avoid continual "if abs_v_? > EPSILON"
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diff changeset
217 frac_x = clip.width / abs_v_x if abs_v_x > EPSILON else dt
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diff changeset
218 frac_y = clip.height / abs_v_y if abs_v_y > EPSILON else dt
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diff changeset
219 if frac_x > frac_y:
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parents: 267
diff changeset
220 if frac_y > frac:
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diff changeset
221 frac, normal, idx = frac_y, (0, 1), i
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diff changeset
222 else:
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parents: 267
diff changeset
223 if frac_x > frac:
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parents: 267
diff changeset
224 frac, normal, idx = frac_x, (1, 0), i
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diff changeset
225
271
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diff changeset
226 if idx is not None:
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parents: 267
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227 # We can see no solide collisions now
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228 sprite.deltap(max(-1.1 * frac, -dt))
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parents: 267
diff changeset
229 sprite.bounce(others[idx], normal)
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diff changeset
230
97
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diff changeset
231 for other in others:
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diff changeset
232 sprite.collided(other)
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233
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diff changeset
234
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diff changeset
235 def do_gravity(self, dt):
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236 dv = cmul(self.GRAVITY, dt)
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diff changeset
237 for sprite in self._gravitators:
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diff changeset
238 if sprite.on_solid:
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diff changeset
239 sprite.deltav((dv[0], 0.0))
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parents: 553
diff changeset
240 else:
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diff changeset
241 sprite.deltav(dv)
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242
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diff changeset
243
39
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parents: 23
diff changeset
244 def update(self):
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parents: 23
diff changeset
245 if self._last_time is None:
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parents: 23
diff changeset
246 self._last_time = time.time()
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parents: 23
diff changeset
247 return
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248
34038447be23 Very basic world physics.
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249 # find dt
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250 now = time.time()
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parents: 23
diff changeset
251 self._last_time, dt = now, now - self._last_time
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diff changeset
252
619
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diff changeset
253 self.do_gravity(dt)
39
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parents: 23
diff changeset
254
128
36267deaccd8 Add friction. Remove old dirty sprite attributes.
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parents: 122
diff changeset
255 # friction
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parents: 122
diff changeset
256 for sprite in self._mobiles:
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parents: 122
diff changeset
257 sprite.apply_friction()
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parents: 122
diff changeset
258
416
3db2fc263d11 Kill sprites that leave the level area.
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parents: 401
diff changeset
259 # kill sprites outside the world
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parents: 401
diff changeset
260 inbound = self._bounds.colliderect
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parents: 401
diff changeset
261 for sprite in self._mobiles:
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Simon Cross <hodgestar@gmail.com>
parents: 401
diff changeset
262 if not inbound(sprite):
422
7c0643e51f33 Pass bounds to sprite.fix_bounds
Neil Muller <drnlmuller@gmail.com>
parents: 416
diff changeset
263 sprite.fix_bounds(self._bounds)
416
3db2fc263d11 Kill sprites that leave the level area.
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parents: 401
diff changeset
264
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diff changeset
265 # position update and collision check (do last)
39
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diff changeset
266 for sprite in self._mobiles:
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parents: 23
diff changeset
267 sprite.deltap(dt)
122
51bcc909873d Saner, buggier collision rectangles
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parents: 121
diff changeset
268 sprite_collides = sprite.collide_rect.colliderect
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diff changeset
269 collisions = []
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parents: 85
diff changeset
270 for other in self._collision_groups[sprite.collision_layer]:
144
6b488e1351a5 Buggy ground implementation. Make the world less bouncy
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parents: 128
diff changeset
271 if sprite_collides(other.collide_rect) \
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parents: 128
diff changeset
272 and sprite.check_collides(other):
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273 collisions.append(other)
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274 if collisions:
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275 self._backout_collisions(sprite, collisions, dt)
152
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276 contact_rect = pygame.Rect(
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277 (sprite.collide_rect.left, sprite.collide_rect.bottom),
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278 (sprite.collide_rect.width, 1))
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279 collides = contact_rect.colliderect
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55e00f186c6f imported patch floor_checks
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280 floors = []
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281 if sprite.on_solid:
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282 # Check if we are still in contact with the ground
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283 still_on_solid = False
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284 for other in self._collision_groups[sprite.collision_layer]:
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285 if (other.floor or other.block) and collides(other.floor_rect):
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286 still_on_solid = True
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287 floors.append(other)
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288 sprite.on_solid = still_on_solid
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289 else:
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290 # Are we currently in contact with the ground
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291 for other in self._collision_groups[sprite.collision_layer]:
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292 if (other.floor or other.block) and collides(other.floor_rect):
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293 sprite.on_solid = True
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294 floors.append(other)
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295 sprite.check_floors(floors)
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296
116
69a97094417a Hook up per-tick sprite animations.
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297 # call update methods
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298 self._updaters.update()
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299
273
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300 # Action stuff.
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301 # Happens after updates, because we only want it for the next frame.
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302 for sprite in self._actors:
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303 actor_collide_rect = sprite.collide_rect.inflate((4, 4))
273
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304 for other in self._actionables:
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305 other_actor_collide_rect = other.collide_rect.inflate((4, 4))
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306 if actor_collide_rect.colliderect(other_actor_collide_rect):
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307 sprite.add_actionable(other)
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308
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309
39
34038447be23 Very basic world physics.
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310 def draw(self, surface):
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311 self._all.draw(surface)
105
c455b7925212 Global options in skaapsteker.__init__
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312 if options['debug_rects']:
53
01cfef3a5acf Add debugging rectangles.
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313 for sprite in self._all:
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314 sprite.draw_debug(surface)