Mercurial > skaapsteker
annotate skaapsteker/physics.py @ 146:5eb51736464c
Use floor flag
author | Neil Muller <drnlmuller@gmail.com> |
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date | Tue, 05 Apr 2011 16:35:30 +0200 |
parents | 6b488e1351a5 |
children | 60138b935bc0 |
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 |
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12 from . import options |
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13 from .constants import EPSILON |
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14 |
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15 class Sprite(pygame.sprite.Sprite): |
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16 |
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17 # physics attributes |
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18 mobile = True # whether the velocity may be non-zero |
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19 gravitates = True # whether gravity applies to the sprite |
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20 terminal_velocity = (450.0, 450.0) # maximum horizontal and vertial speeds (pixels / s) |
112 | 21 bounce_factor = (0.95, 0.95) # bounce factor |
121 | 22 mass = 1.0 # used for shared collisions and applying forces |
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23 friction_coeff = (0.99, 0.99) # friction factor |
39 | 24 |
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25 # collision attributes |
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26 # Sprite X collides with Y iff (X.collision_layer in Y.collides_with) and X.check_collides(Y) |
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27 # 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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28 # 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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29 collision_layer = None # never collides with anything |
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30 collides_with = set() # nothing collides with this |
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31 |
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32 # set to True to have .update() called once per tick |
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33 wants_updates = False |
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34 |
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35 debug_color = (240, 0, 0) |
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36 |
146 | 37 floor = False # We special case collisions with ground objects |
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38 |
39 | 39 def __init__(self, *args, **kwargs): |
40 super(Sprite, self).__init__(*args, **kwargs) | |
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41 self.on_ground = False |
39 | 42 self.velocity = (0.0, 0.0) |
43 self.rect = pygame.Rect(0, 0, 10, 10) # sub-classes should override | |
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44 self.collide_rect = pygame.Rect(0, 0, 10, 10) # rectangle we use for collisions |
43 | 45 self.image = pygame.Surface((10, 10)) |
46 self.image.fill((0, 0, 200)) | |
66 | 47 |
48 def init_pos(self): | |
49 self._float_pos = self.rect.topleft | |
39 | 50 |
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51 def get_debug_color(self): |
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52 return self.debug_color |
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53 |
53 | 54 def draw_debug(self, surface): |
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55 pygame.draw.rect(surface, (240, 0, 0), self.collide_rect, 1) |
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56 pygame.draw.rect(surface, self.get_debug_color(), self.collide_rect, 1) |
53 | 57 |
121 | 58 def deltaf(self, df): |
59 dv = df[0] / self.mass, df[1] / self.mass | |
60 self.deltav(dv) | |
61 | |
39 | 62 def deltav(self, dv): |
63 v_x, v_y = self.velocity | |
64 v_x, v_y = v_x + dv[0], v_y + dv[1] | |
65 | |
66 t_v = self.terminal_velocity | |
67 v_x = max(min(v_x, t_v[0]), -t_v[0]) | |
68 v_y = max(min(v_y, t_v[1]), -t_v[1]) | |
69 | |
70 self.velocity = (v_x, v_y) | |
71 | |
72 def deltap(self, dt): | |
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73 old_pos = self.rect.topleft |
39 | 74 v_x, v_y = self.velocity |
66 | 75 f_x, f_y = self._float_pos |
39 | 76 d_x, d_y = v_x * dt, v_y * dt |
66 | 77 f_x, f_y = f_x + d_x, f_y + d_y |
78 self._float_pos = f_x, f_y | |
79 self.rect.topleft = int(f_x), int(f_y) | |
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80 delta_pos = self.rect.left - old_pos[0], self.rect.top - old_pos[1] |
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81 self.collide_rect.move_ip(delta_pos) |
66 | 82 |
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83 def check_collides(self, other): |
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84 return True # default to relying purefly on collision_layer and collides_with |
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85 |
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86 def collided(self, other): |
98 | 87 pass |
66 | 88 |
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89 def apply_friction(self): |
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90 v_x, v_y = self.velocity |
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91 self.velocity = self.friction_coeff[0] * v_x, self.friction_coeff[1] * v_y |
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92 |
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93 def bounce(self, other, normal): |
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94 """Alter velocity after a collision. |
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95 |
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96 other: sprite collided with |
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97 normal: unit vector (tuple) normal to the collision |
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98 surface. |
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99 """ |
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100 v_x, v_y = self.velocity |
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101 b_x = 1.0 + self.bounce_factor[0] * other.bounce_factor[0] |
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102 b_y = 1.0 + self.bounce_factor[1] * other.bounce_factor[1] |
121 | 103 dv_x = - normal[0] * b_x * v_x |
104 dv_y = - normal[1] * b_y * v_y | |
105 | |
146 | 106 if normal == (0, 1) and other.floor and v_y > 0 and self.collide_rect.top < other.collide_rect.top: |
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107 # Colliding with the ground from above is special |
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108 self.on_ground = True |
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109 dv_y = -v_y |
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110 |
121 | 111 if other.mobile: |
112 total_mass = self.mass + other.mass | |
113 f_self = self.mass / total_mass | |
114 f_other = other.mass / total_mass | |
115 | |
116 self.deltav((dv_x * f_self, dv_y * f_self)) | |
117 other.deltav((- dv_x * f_other, - dv_y * f_other)) | |
118 else: | |
119 self.deltav((dv_x, dv_y)) # oof | |
39 | 120 |
116
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121 def update(self): |
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122 pass # only called in wants_update = True |
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123 |
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124 |
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125 class World(object): |
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126 |
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127 GRAVITY = 0.0, 9.8 * 20.0 # pixels / s^2 |
39 | 128 |
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129 def __init__(self): |
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130 self._all = pygame.sprite.LayeredUpdates() |
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131 self._mobiles = pygame.sprite.Group() |
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132 self._gravitators = pygame.sprite.Group() |
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133 self._updaters = pygame.sprite.Group() |
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134 self._collision_groups = { None: pygame.sprite.Group() } |
39 | 135 self._last_time = None |
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136 |
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137 def freeze(self): |
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138 self._last_time = None |
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139 |
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140 def thaw(self): |
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141 self._last_time = time.time() |
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142 |
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143 def add(self, sprite): |
66 | 144 sprite.init_pos() |
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145 self._all.add(sprite) |
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146 if sprite.mobile: |
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147 self._mobiles.add(sprite) |
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148 if sprite.gravitates: |
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149 self._gravitators.add(sprite) |
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150 if sprite.wants_updates: |
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151 self._updaters.add(sprite) |
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152 self._add_collision_group(sprite.collision_layer) |
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153 for layer in sprite.collides_with: |
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154 self._add_collision_group(layer) |
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155 self._collision_groups[layer].add(sprite) |
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156 |
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157 def _add_collision_group(self, layer): |
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158 if layer in self._collision_groups: |
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159 return |
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160 self._collision_groups[layer] = pygame.sprite.Group() |
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161 |
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162 def _backout_collisions(self, sprite, others, dt): |
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163 frac, normal, idx = -1.0, None, None |
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164 v_x, v_y = sprite.velocity |
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165 abs_v_x, abs_v_y = abs(v_x), abs(v_y) |
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166 |
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167 for i, other in enumerate(others): |
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168 clip = sprite.collide_rect.clip(other.collide_rect) |
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169 # TODO: avoid continual "if abs_v_? > EPSILON" |
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170 frac_x = clip.width / abs_v_x if abs_v_x > EPSILON else dt |
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171 frac_y = clip.height / abs_v_y if abs_v_y > EPSILON else dt |
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172 if frac_x > frac_y: |
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173 if frac_y > frac: |
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174 frac, normal, idx = frac_y, (0, 1), i |
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175 else: |
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176 if frac_x > frac: |
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177 frac, normal, idx = frac_x, (1, 0), i |
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178 |
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179 sprite.deltap(max(-1.1 * frac, -dt)) |
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180 sprite.bounce(others[idx], normal) |
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181 |
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182 for other in others: |
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183 sprite.collided(other) |
39 | 184 |
185 def update(self): | |
186 if self._last_time is None: | |
187 self._last_time = time.time() | |
188 return | |
189 | |
190 # find dt | |
191 now = time.time() | |
192 self._last_time, dt = now, now - self._last_time | |
193 | |
194 # gravity | |
103
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195 dv = self.GRAVITY[0] * dt, self.GRAVITY[1] * dt |
39 | 196 for sprite in self._gravitators: |
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197 if sprite.on_ground: |
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198 sprite.deltav((dv[0], 0.0)) |
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199 else: |
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200 sprite.deltav(dv) |
39 | 201 |
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202 # friction |
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203 for sprite in self._mobiles: |
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204 sprite.apply_friction() |
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205 |
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206 # position update and collision check (do last) |
39 | 207 for sprite in self._mobiles: |
208 sprite.deltap(dt) | |
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209 sprite_collides = sprite.collide_rect.colliderect |
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210 collisions = [] |
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211 for other in self._collision_groups[sprite.collision_layer]: |
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212 if sprite_collides(other.collide_rect) \ |
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213 and sprite.check_collides(other): |
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214 collisions.append(other) |
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215 if collisions: |
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216 self._backout_collisions(sprite, collisions, dt) |
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217 if sprite.on_ground: |
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218 # Check if we are still in contact with the ground |
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219 contact_rect = sprite.collide_rect.move((0, 1)) |
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220 collides = contact_rect.colliderect |
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221 still_on_ground = False |
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222 for other in self._collision_groups[sprite.collision_layer]: |
146 | 223 if other.floor and collides(other.collide_rect): |
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224 still_on_ground = True |
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225 break |
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226 sprite.on_ground = still_on_ground |
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227 else: |
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228 # Are we currently in contact with the groun |
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229 contact_rect = pygame.Rect( |
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230 (sprite.collide_rect.left, sprite.collide_rect.bottom -1), |
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231 (sprite.collide_rect.width, 1)) |
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232 collides = contact_rect.colliderect |
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233 for other in self._collision_groups[sprite.collision_layer]: |
146 | 234 if other.floor and collides(other.collide_rect): |
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235 sprite.on_ground = True |
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236 break |
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237 |
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238 |
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239 # call update methods |
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240 self._updaters.update() |
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241 |
39 | 242 def draw(self, surface): |
243 self._all.draw(surface) | |
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244 if options['debug_rects']: |
53 | 245 for sprite in self._all: |
246 sprite.draw_debug(surface) |