sep-pm-platformer/project/physics/PhysicsElementsHandler.py

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import random
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from typing import Optional
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from physics.CollisionDirection import CollisionDirection
from physics.TickData import TickData
from sprite.BoundingBox import BoundingBox
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from sprite.DynamicSprite import DynamicSprite
from sprite.Sprite import Sprite
from sprite.StaticSprite import StaticSprite
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from ui_elements.UiElement import UiElement
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MAX_COLLIDER_DISTANCE = 50
MAX_COLLIDER_CHECK_SPRITES = 10
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MOTION_STEPS = 10
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TOLERANCE = 1
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class PhysicsElementsHandler:
def __init__(self):
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self.collision_callbacks = []
def add_collision_callback(self, callback):
self.collision_callbacks.append(callback)
def remove_collision_callback(self, callback):
self.collision_callbacks.remove(callback)
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def tick(self, tick_data: TickData, layers: dict[str, list[UiElement]]):
sprites = []
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for layer in layers:
for sprite in layers[layer]:
sprite.tick(tick_data)
if isinstance(sprite, Sprite):
sprites.append(sprite)
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# handle motion and collisions. To do this:
# 1. Find all sprites that have collision enabled and store them in a list
# 2. Create a list of all sprites that are dynamic sprites
# 3. Sort the sprites by their y position
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# 4. Find the MAX_COLLIDER_CHECK_SPRITES sprites that are closest to the sprite that are colliders but not the
# sprite itself
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# 4.1 Filter out all that are further than MAX_COLLIDER_DISTANCE
# 5. For each sprite:
# 5.1. Divide the motion into MOTION_STEPS steps
# 5.2. For each step:
# 5.2.1. Check if the sprite collides with any other sprite from the list of colliders generated in step 4
# 5.2.2. If it does, move the sprite back to the previous position and stop the motion
# 5.2.3. If it doesn't, move the sprite to the new position
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colliders = [sprite for sprite in sprites
if isinstance(sprite, StaticSprite) and (sprite.is_collider or sprite.register_collisions)]
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for collider in colliders:
collider.reset_collides_with()
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dynamic_sprites = [sprite for sprite in sprites if isinstance(sprite, DynamicSprite)]
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sorted_dynamic_sprites = sorted(dynamic_sprites, key=lambda spr: spr.position_scale.position[1])
skip_sprites = []
for sprite in sorted_dynamic_sprites:
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if sprite.last_effective_motion == (0, 0) and random.randint(0, 100) > 50 \
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and not sprite.id == 'player':
skip_sprites.append(sprite)
continue
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# remove all skip sprites that are closer than 100 pixels to the player
players = [sprite for sprite in sprites if hasattr(sprite, 'id') and sprite.id == 'player']
if len(players) > 0:
player = players[0]
for sprite in skip_sprites:
if sprite.position_scale.position[1] - player.position_scale.position[1] < 200:
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skip_sprites.remove(sprite)
sorted_dynamic_sprites = [sprite for sprite in sorted_dynamic_sprites if sprite not in skip_sprites]
closest_sprites: dict[UiElement, list[tuple[int, StaticSprite]]] = {}
buffered_bounding_boxes: dict[UiElement, BoundingBox] = {}
for collider in colliders:
buffered_bounding_boxes[collider] = collider.get_bounding_box()
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for sprite in sorted_dynamic_sprites:
closest_sprites[sprite] = []
current_closest_sprites = closest_sprites[sprite]
if sprite not in buffered_bounding_boxes:
buffered_bounding_boxes[sprite] = sprite.get_bounding_box()
for collider in colliders:
if collider is sprite:
continue
distance = int(buffered_bounding_boxes[collider].distance(buffered_bounding_boxes[sprite]))
if len(current_closest_sprites) < MAX_COLLIDER_CHECK_SPRITES:
current_closest_sprites.append((distance, collider))
else:
max_index = -1
max_distance = -1
for i in range(len(current_closest_sprites)):
if distance < current_closest_sprites[i][0]:
if current_closest_sprites[i][0] > max_distance:
max_distance = current_closest_sprites[i][0]
max_index = i
if max_index != -1:
current_closest_sprites[max_index] = (distance, collider)
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for sprite in closest_sprites:
closest_sprites[sprite] = [closest_sprite for closest_sprite in closest_sprites[sprite]
if closest_sprite[0] < MAX_COLLIDER_DISTANCE]
# set visible false for all those that are not in the closest_sprites list
# for collider in colliders:
# found = False
# for sprite in sorted_dynamic_sprites:
# for _, c in closest_sprites[sprite]:
# if c is collider:
# found = True
# break
# if found:
# break
# collider.visible = not found
# for sprite in sorted_dynamic_sprites:
# sprite.visible = True
for sprite in sorted_dynamic_sprites:
collides_with = self.attempt_move(tick_data,
sprite,
[collider for _, collider in closest_sprites[sprite]],
MOTION_STEPS)
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if collides_with is not None:
for callback in self.collision_callbacks:
callback(sprite, collides_with)
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def attempt_move(self, tick_data: TickData, sprite: DynamicSprite, colliders: list[StaticSprite],
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motion_steps: int) -> Optional[StaticSprite]:
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total_motion = sprite.motion
motion_step = ((total_motion[0] * tick_data.dt) / motion_steps, (total_motion[1] * tick_data.dt) / motion_steps)
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collides_with_last = None
collided = [False, False]
effective_motion = [0, 0]
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for i in range(motion_steps):
if not collided[0]:
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sprite.position_scale.position = (
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sprite.position_scale.position[0] + motion_step[0],
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sprite.position_scale.position[1]
)
collides_with = self.check_collides(sprite, colliders)
if len(collides_with) == 0:
effective_motion[0] += motion_step[0]
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for collider in collides_with:
if collider is not None:
if sprite.is_collider and collider.is_collider:
if sprite.motion[0] > 0:
if sprite.register_collisions:
sprite.add_collides_with(
CollisionDirection(CollisionDirection.RIGHT, sprite, collider))
if collider.register_collisions:
collider.add_collides_with(
CollisionDirection(CollisionDirection.LEFT, collider, sprite))
if sprite.motion[0] < 0:
if sprite.register_collisions:
sprite.add_collides_with(
CollisionDirection(CollisionDirection.LEFT, sprite, collider))
if collider.register_collisions:
collider.add_collides_with(
CollisionDirection(CollisionDirection.RIGHT, collider, sprite))
else:
if sprite.register_collisions:
sprite.add_collides_with(
CollisionDirection(CollisionDirection.INSIDE, sprite, collider))
if collider.register_collisions:
collider.add_collides_with(
CollisionDirection(CollisionDirection.INSIDE, collider, sprite))
if collider.is_collider:
sprite.position_scale.position = (
sprite.position_scale.position[0] - motion_step[0],
sprite.position_scale.position[1]
)
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sprite.motion = (sprite.motion[0] * sprite.bounce_factor, sprite.motion[1])
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collides_with_last = collider
collided[0] = True
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if not collided[1]:
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sprite.position_scale.position = (
sprite.position_scale.position[0],
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sprite.position_scale.position[1] + motion_step[1]
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)
collides_with = self.check_collides(sprite, colliders)
if len(collides_with) == 0:
effective_motion[1] += motion_step[1]
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for collider in collides_with:
if collider is not None:
if sprite.is_collider and collider.is_collider:
if sprite.motion[1] > 0:
if sprite.register_collisions:
sprite.add_collides_with(
CollisionDirection(CollisionDirection.BOTTOM, sprite, collider))
if collider.register_collisions:
collider.add_collides_with(
CollisionDirection(CollisionDirection.TOP, collider, sprite))
if sprite.motion[1] < 0:
if sprite.register_collisions:
sprite.add_collides_with(
CollisionDirection(CollisionDirection.TOP, sprite, collider))
if collider.register_collisions:
collider.add_collides_with(
CollisionDirection(CollisionDirection.BOTTOM, collider, sprite))
else:
if sprite.register_collisions:
sprite.add_collides_with(
CollisionDirection(CollisionDirection.INSIDE, sprite, collider))
if collider.register_collisions:
collider.add_collides_with(
CollisionDirection(CollisionDirection.INSIDE, collider, sprite))
if collider.is_collider:
sprite.position_scale.position = (
sprite.position_scale.position[0],
sprite.position_scale.position[1] - motion_step[1]
)
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sprite.motion = (sprite.motion[0], sprite.motion[1] * sprite.bounce_factor)
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collides_with_last = collider
collided[1] = True
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sprite.last_effective_motion = (sprite.motion[0], sprite.motion[1])
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return collides_with_last
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def check_collides(self, sprite: StaticSprite, colliders: list[StaticSprite]) -> list[StaticSprite]:
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collides_with = []
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for collider in colliders:
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if sprite is not collider:
if sprite.collides_with(collider, TOLERANCE):
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collides_with.append(collider)
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if len(collides_with) > 5:
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break
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return collides_with