annotate skaapsteker/physics.py @ 623:65881746dc20

More Sprite hierarchy work.
author Jeremy Thurgood <firxen@gmail.com>
date Sat, 07 May 2011 13:59:00 +0200
parents da331c80ec08
children 83569a6b3ad8
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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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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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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 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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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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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 floor = False # We special case collisions with ground objects
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38 block = False
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40 def __init__(self, *args, **kwargs):
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41 super(Sprite, self).__init__(*args, **kwargs)
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42 self.on_solid = False
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43 self.velocity = (0.0, 0.0)
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44 self.rect = pygame.Rect(0, 0, 10, 10) # sub-classes should override
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45 self.collide_rect = pygame.Rect(0, 0, 10, 10) # rectangle we use for collisions
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46 self.floor_rect = self.collide_rect
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47 self.image = pygame.Surface((10, 10))
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48 self.image.fill((0, 0, 200))
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49 self.collision_group = None
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50 self._mask_cache = {} # image id -> collision bit mask
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52 def init_pos(self):
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53 self._float_pos = self.rect.center
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56 def deltav(self, dv):
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57 velocity = cadd(self.velocity, dv)
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58 self.velocity = cclamp(velocity, self.terminal_velocity)
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61 def deltap(self, dt):
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62 old_pos = self.rect.center
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63 self._float_pos = cadd(self._float_pos, cmul(self.velocity, dt))
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64 self.rect.center = cint(self._float_pos)
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65 delta_pos = csub(self.rect.center, old_pos)
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66 self.collide_rect.move_ip(delta_pos)
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67 self.floor_rect.move_ip(delta_pos)
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69 def _check_mask(self):
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70 mask = self._mask_cache.get(id(self.image))
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71 if mask is None:
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72 mask = self._mask_cache[id(self.image)] = from_surface(self.image)
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73 self.mask = mask
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75 def check_collides(self, other):
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76 # check bitmasks for collision
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77 self._check_mask()
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78 other._check_mask()
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79 return pygame.sprite.collide_mask(self, other)
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81 def collided(self, other):
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82 pass
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83
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84 def check_floors(self, floors):
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85 """Trigger of the current set of floors"""
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86 pass
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87
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88 def apply_friction(self):
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89 self.velocity = cmul(self.velocity, self.friction_coeff)
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90
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91 def bounce(self, other, normal):
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92 """Alter velocity after a collision.
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93
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94 other: sprite collided with
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95 normal: unit vector (tuple) normal to the collision
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96 surface.
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97 """
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98 bounce_factor = cadd(cmul(self.bounce_factor, other.bounce_factor), 1)
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99 deltav = cmul(cneg(normal), cmul(self.velocity, bounce_factor))
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100
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101 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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102 # Colliding with the ground from above is special
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103 self.on_solid = True
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104 deltav = (deltav[0], -self.velocity[1])
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105
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106 if other.mobile:
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107 total_mass = self.mass + other.mass
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108 f_self = self.mass / total_mass
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109 f_other = other.mass / total_mass
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110
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111 self.deltav(cmul(deltav, f_self))
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112 self.deltav(cmul(cneg(deltav), f_other))
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113 else:
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114 self.deltav(deltav) # oof
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115
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116 def update(self):
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117 pass # only called in wants_update = True
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118
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119 def check_collide_rect(self, new_collide_rect, new_rect, new_image):
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120 if self.collision_group is None:
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121 return True
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122
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123 # TODO: decide whether to throw out checking of existing
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124 # collisions. Doesn't seem needed at the moment and takes
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125 # time.
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126 old_image = self.image
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127 old_rect = self.rect
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128 #rect_collides = self.collide_rect.colliderect
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129 old_collisions = set()
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130 #for other in self.collision_group:
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131 # if rect_collides(other.collide_rect) \
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132 # and self.check_collides(other):
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133 # old_collisions.add(other)
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134
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135 self.image = new_image
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136 self.rect = new_rect
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diff changeset
137 new_rect_collides = new_collide_rect.colliderect
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diff changeset
138 new_collisions = set()
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139 for other in self.collision_group:
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diff changeset
140 if new_rect_collides(other.collide_rect) \
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diff changeset
141 and self.check_collides(other):
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142 new_collisions.add(other)
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143
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144 self.image = old_image
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145 self.rect = old_rect
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146 return not bool(new_collisions - old_collisions)
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147
422
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148 def fix_bounds(self, bounds):
416
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149 self.kill()
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150
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151
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152 class World(object):
23
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153
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154 GRAVITY = cmul((0.0, 9.8), 80.0) # pixels / s^2
39
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155
416
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156 def __init__(self, bounds):
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157 self._all = pygame.sprite.LayeredUpdates()
23
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158 self._mobiles = pygame.sprite.Group()
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159 self._gravitators = pygame.sprite.Group()
116
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160 self._updaters = pygame.sprite.Group()
273
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161 self._actionables = pygame.sprite.Group()
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162 self._actors = pygame.sprite.Group()
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163 self._collision_groups = { None: pygame.sprite.Group() }
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164 self._last_time = None
416
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165 self._bounds = bounds
23
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166
104
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167 def freeze(self):
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168 self._last_time = None
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169
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170 def thaw(self):
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171 self._last_time = time.time()
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172
23
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173 def add(self, sprite):
66
12ec95a2e8ea Bouncing.
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174 sprite.init_pos()
23
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175 self._all.add(sprite)
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176 if sprite.mobile:
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177 self._mobiles.add(sprite)
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178 if sprite.gravitates:
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179 self._gravitators.add(sprite)
116
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180 if sprite.wants_updates:
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181 self._updaters.add(sprite)
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182 self._add_collision_group(sprite.collision_layer)
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183 for layer in sprite.collides_with:
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184 self._add_collision_group(layer)
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185 self._collision_groups[layer].add(sprite)
172
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186 if sprite.wants_updates:
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187 self._updaters.add(sprite)
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188 sprite.collision_group = self._collision_groups[sprite.collision_layer]
273
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189 if getattr(sprite, 'player_action', None) is not None:
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190 self._actionables.add(sprite)
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191 if getattr(sprite, 'add_actionable', None) is not None:
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192 self._actors.add(sprite)
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193
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194 def _add_collision_group(self, layer):
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195 if layer in self._collision_groups:
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196 return
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197 self._collision_groups[layer] = pygame.sprite.Group()
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198
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199 def _backout_collisions(self, sprite, others, dt):
271
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200 frac, normal, idx = 0.0, None, None
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201 abs_v_x, abs_v_y = cabs(sprite.velocity)
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202
271
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203 # We only backout of "solide" collisions
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204 if sprite.block:
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205 for i, other in enumerate(others):
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206 if other.block or other.floor:
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207 clip = sprite.collide_rect.clip(other.collide_rect)
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208 # TODO: avoid continual "if abs_v_? > EPSILON"
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209 frac_x = clip.width / abs_v_x if abs_v_x > EPSILON else dt
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210 frac_y = clip.height / abs_v_y if abs_v_y > EPSILON else dt
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211 if frac_x > frac_y:
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diff changeset
212 if frac_y > frac:
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213 frac, normal, idx = frac_y, (0, 1), i
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diff changeset
214 else:
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diff changeset
215 if frac_x > frac:
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216 frac, normal, idx = frac_x, (1, 0), i
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217
271
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diff changeset
218 if idx is not None:
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219 # We can see no solide collisions now
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220 sprite.deltap(max(-1.1 * frac, -dt))
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diff changeset
221 sprite.bounce(others[idx], normal)
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diff changeset
222
97
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diff changeset
223 for other in others:
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diff changeset
224 sprite.collided(other)
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225
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226
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227 def do_gravity(self, dt):
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228 dv = cmul(self.GRAVITY, dt)
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229 for sprite in self._gravitators:
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230 if sprite.on_solid:
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diff changeset
231 sprite.deltav((dv[0], 0.0))
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diff changeset
232 else:
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233 sprite.deltav(dv)
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234
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235
39
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diff changeset
236 def update(self):
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diff changeset
237 if self._last_time is None:
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238 self._last_time = time.time()
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parents: 23
diff changeset
239 return
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240
34038447be23 Very basic world physics.
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241 # find dt
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242 now = time.time()
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diff changeset
243 self._last_time, dt = now, now - self._last_time
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244
619
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245 self.do_gravity(dt)
39
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diff changeset
246
128
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diff changeset
247 # friction
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248 for sprite in self._mobiles:
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diff changeset
249 sprite.apply_friction()
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diff changeset
250
416
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diff changeset
251 # kill sprites outside the world
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diff changeset
252 inbound = self._bounds.colliderect
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diff changeset
253 for sprite in self._mobiles:
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diff changeset
254 if not inbound(sprite):
422
7c0643e51f33 Pass bounds to sprite.fix_bounds
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diff changeset
255 sprite.fix_bounds(self._bounds)
416
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diff changeset
256
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257 # position update and collision check (do last)
39
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258 for sprite in self._mobiles:
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diff changeset
259 sprite.deltap(dt)
122
51bcc909873d Saner, buggier collision rectangles
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diff changeset
260 sprite_collides = sprite.collide_rect.colliderect
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diff changeset
261 collisions = []
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diff changeset
262 for other in self._collision_groups[sprite.collision_layer]:
144
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parents: 128
diff changeset
263 if sprite_collides(other.collide_rect) \
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diff changeset
264 and sprite.check_collides(other):
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diff changeset
265 collisions.append(other)
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diff changeset
266 if collisions:
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diff changeset
267 self._backout_collisions(sprite, collisions, dt)
152
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diff changeset
268 contact_rect = pygame.Rect(
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diff changeset
269 (sprite.collide_rect.left, sprite.collide_rect.bottom),
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270 (sprite.collide_rect.width, 1))
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diff changeset
271 collides = contact_rect.colliderect
401
55e00f186c6f imported patch floor_checks
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diff changeset
272 floors = []
152
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273 if sprite.on_solid:
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274 # Check if we are still in contact with the ground
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275 still_on_solid = False
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276 for other in self._collision_groups[sprite.collision_layer]:
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277 if (other.floor or other.block) and collides(other.floor_rect):
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278 still_on_solid = True
401
55e00f186c6f imported patch floor_checks
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279 floors.append(other)
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280 sprite.on_solid = still_on_solid
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281 else:
159
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282 # Are we currently in contact with the ground
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283 for other in self._collision_groups[sprite.collision_layer]:
186
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parents: 177
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284 if (other.floor or other.block) and collides(other.floor_rect):
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285 sprite.on_solid = True
401
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286 floors.append(other)
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287 sprite.check_floors(floors)
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288
116
69a97094417a Hook up per-tick sprite animations.
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289 # call update methods
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290 self._updaters.update()
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291
273
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292 # Action stuff.
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293 # Happens after updates, because we only want it for the next frame.
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294 for sprite in self._actors:
460
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295 actor_collide_rect = sprite.collide_rect.inflate((4, 4))
273
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296 for other in self._actionables:
460
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297 other_actor_collide_rect = other.collide_rect.inflate((4, 4))
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298 if actor_collide_rect.colliderect(other_actor_collide_rect):
273
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299 sprite.add_actionable(other)
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300
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parents: 271
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301
39
34038447be23 Very basic world physics.
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parents: 23
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302 def draw(self, surface):
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parents: 23
diff changeset
303 self._all.draw(surface)
105
c455b7925212 Global options in skaapsteker.__init__
Stefano Rivera <stefano@rivera.za.net>
parents: 104
diff changeset
304 if options['debug_rects']:
53
01cfef3a5acf Add debugging rectangles.
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parents: 51
diff changeset
305 for sprite in self._all:
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parents: 51
diff changeset
306 sprite.draw_debug(surface)