Mercurial > skaapsteker
annotate skaapsteker/physics.py @ 619:4ffa9d159588
Some coordinate operators, to reduce foo_x, foo_y everywhere.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Fri, 06 May 2011 16:37:43 +0200 |
parents | 62569f486ede |
children | da331c80ec08 |
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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6 import time |
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7 |
39 | 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) |
112 | 23 bounce_factor = (0.95, 0.95) # bounce factor |
121 | 24 mass = 1.0 # used for shared collisions and applying forces |
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25 friction_coeff = (0.99, 0.99) # friction factor |
39 | 26 |
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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 |
146 | 39 floor = False # We special case collisions with ground objects |
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40 block = False |
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41 |
39 | 42 def __init__(self, *args, **kwargs): |
43 super(Sprite, self).__init__(*args, **kwargs) | |
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44 self.on_solid = False |
39 | 45 self.velocity = (0.0, 0.0) |
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 |
43 | 49 self.image = pygame.Surface((10, 10)) |
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 |
66 | 53 |
54 def init_pos(self): | |
55 self._float_pos = self.rect.topleft | |
39 | 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 |
53 | 60 def draw_debug(self, surface): |
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61 pygame.draw.rect(surface, self.get_debug_color(), self.collide_rect, 1) |
53 | 62 |
121 | 63 |
39 | 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) |
39 | 67 |
68 | |
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) |
66 | 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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88 |
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89 def collided(self, other): |
98 | 90 pass |
66 | 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)) |
121 | 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 |
121 | 114 if other.mobile: |
115 total_mass = self.mass + other.mass | |
116 f_self = self.mass / total_mass | |
117 f_other = other.mass / total_mass | |
118 | |
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119 self.deltav(cmul(deltav, f_self)) |
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120 self.deltav(cmul(cneg(deltav), f_other)) |
121 | 121 else: |
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122 self.deltav(deltav) # oof |
39 | 123 |
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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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135 old_rect = self.rect |
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136 #rect_collides = self.collide_rect.colliderect |
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137 old_collisions = set() |
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138 #for other in self.collision_group: |
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139 # if rect_collides(other.collide_rect) \ |
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140 # and self.check_collides(other): |
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141 # old_collisions.add(other) |
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142 |
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143 self.image = new_image |
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144 self.rect = new_rect |
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145 new_rect_collides = new_collide_rect.colliderect |
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146 new_collisions = set() |
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147 for other in self.collision_group: |
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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 |
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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 |
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156 def fix_bounds(self, bounds): |
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157 self.kill() |
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158 |
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159 |
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160 class World(object): |
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161 |
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162 GRAVITY = cmul((0.0, 9.8), 80.0) # pixels / s^2 |
39 | 163 |
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164 def __init__(self, bounds): |
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165 self._all = pygame.sprite.LayeredUpdates() |
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166 self._mobiles = pygame.sprite.Group() |
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167 self._gravitators = pygame.sprite.Group() |
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168 self._updaters = pygame.sprite.Group() |
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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 | 172 self._last_time = None |
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173 self._bounds = bounds |
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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 |
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181 def add(self, sprite): |
66 | 182 sprite.init_pos() |
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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) |
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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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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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205 self._collision_groups[layer] = pygame.sprite.Group() |
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206 |
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207 def _backout_collisions(self, sprite, others, dt): |
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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 |
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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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215 clip = sprite.collide_rect.clip(other.collide_rect) |
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216 # TODO: avoid continual "if abs_v_? > EPSILON" |
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217 frac_x = clip.width / abs_v_x if abs_v_x > EPSILON else dt |
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218 frac_y = clip.height / abs_v_y if abs_v_y > EPSILON else dt |
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219 if frac_x > frac_y: |
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220 if frac_y > frac: |
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221 frac, normal, idx = frac_y, (0, 1), i |
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222 else: |
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223 if frac_x > frac: |
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224 frac, normal, idx = frac_x, (1, 0), i |
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225 |
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226 if idx is not None: |
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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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229 sprite.bounce(others[idx], normal) |
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230 |
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231 for other in others: |
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232 sprite.collided(other) |
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234 |
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235 def do_gravity(self, dt): |
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236 dv = cmul(self.GRAVITY, dt) |
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237 for sprite in self._gravitators: |
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238 if sprite.on_solid: |
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239 sprite.deltav((dv[0], 0.0)) |
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240 else: |
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241 sprite.deltav(dv) |
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242 |
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243 |
39 | 244 def update(self): |
245 if self._last_time is None: | |
246 self._last_time = time.time() | |
247 return | |
248 | |
249 # find dt | |
250 now = time.time() | |
251 self._last_time, dt = now, now - self._last_time | |
252 | |
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253 self.do_gravity(dt) |
39 | 254 |
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255 # friction |
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256 for sprite in self._mobiles: |
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257 sprite.apply_friction() |
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258 |
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259 # kill sprites outside the world |
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260 inbound = self._bounds.colliderect |
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261 for sprite in self._mobiles: |
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262 if not inbound(sprite): |
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263 sprite.fix_bounds(self._bounds) |
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264 |
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265 # position update and collision check (do last) |
39 | 266 for sprite in self._mobiles: |
267 sprite.deltap(dt) | |
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268 sprite_collides = sprite.collide_rect.colliderect |
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269 collisions = [] |
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270 for other in self._collision_groups[sprite.collision_layer]: |
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271 if sprite_collides(other.collide_rect) \ |
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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) |
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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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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: |
159 | 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 |
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297 # call update methods |
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298 self._updaters.update() |
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299 |
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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: |
460 | 303 actor_collide_rect = sprite.collide_rect.inflate((4, 4)) |
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304 for other in self._actionables: |
460 | 305 other_actor_collide_rect = other.collide_rect.inflate((4, 4)) |
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 | 310 def draw(self, surface): |
311 self._all.draw(surface) | |
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312 if options['debug_rects']: |
53 | 313 for sprite in self._all: |
314 sprite.draw_debug(surface) |