2023-03-27 15:17:01 +02:00
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import math
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2023-03-26 10:40:17 +02:00
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from typing import Optional
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2023-03-25 15:41:32 +01:00
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2023-03-26 17:01:28 +02:00
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from physics.CollisionDirection import CollisionDirection
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2023-03-26 12:46:41 +02:00
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from physics.TickData import TickData
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from sprite.DynamicSprite import DynamicSprite
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from sprite.Sprite import Sprite
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from sprite.StaticSprite import StaticSprite
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2023-03-26 09:51:11 +02:00
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from ui_elements.UiElement import UiElement
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MOTION_STEPS = 10
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TOLERANCE = 1
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class PhysicsElementsHandler:
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def __init__(self):
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self.collision_callbacks = []
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def add_collision_callback(self, callback):
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self.collision_callbacks.append(callback)
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def remove_collision_callback(self, callback):
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self.collision_callbacks.remove(callback)
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def tick(self, tick_data: TickData, layers: dict[str, list[UiElement]]):
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sprites = []
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for layer in layers:
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for sprite in layers[layer]:
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sprite.tick(tick_data)
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if isinstance(sprite, Sprite):
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sprites.append(sprite)
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# handle motion and collisions. To do this:
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# 1. Find all sprites that have collision enabled and store them in a list
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# 2. Create a list of all sprites that are dynamic sprites
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# 3. Sort the sprites by their y position
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# 4. For each sprite:
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# 4.1. Divide the motion into MOTION_STEPS steps
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# 4.2. For each step:
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# 4.2.1. Check if the sprite collides with any other sprite
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# 4.2.2. If it does, move the sprite back to the previous position and stop the motion
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# 4.2.3. If it doesn't, move the sprite to the new position
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colliders = [sprite for sprite in sprites
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if isinstance(sprite, StaticSprite) and (sprite.is_collider or sprite.register_collisions)]
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for collider in colliders:
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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])
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for sprite in sorted_dynamic_sprites:
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collides_with = self.attempt_move(tick_data.dt, sprite, colliders, MOTION_STEPS)
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if collides_with is not None:
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for callback in self.collision_callbacks:
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callback(sprite, collides_with)
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def attempt_move(self, dt: float, sprite: DynamicSprite, colliders: list[StaticSprite],
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motion_steps: int) -> Optional[StaticSprite]:
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total_motion = sprite.motion
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motion_step = ((total_motion[0] * dt) / motion_steps, (total_motion[1] * dt) / motion_steps)
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collides_with_last = None
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collided = [False, False]
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for i in range(motion_steps):
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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]
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)
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# print('Elements: ', list(filter(lambda spr: str(type(spr)) == "<class 'level.elements.LeverInputLevelElement.LeverInputLevelElement'>", colliders)))
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collides_with = self.check_collides(sprite, colliders)
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for collider in collides_with:
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if collider is not None:
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if sprite.is_collider and collider.is_collider:
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if sprite.motion[0] > 0:
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if sprite.register_collisions:
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sprite.add_collides_with(
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CollisionDirection(CollisionDirection.RIGHT, sprite, collider))
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if collider.register_collisions:
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collider.add_collides_with(
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CollisionDirection(CollisionDirection.LEFT, collider, sprite))
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if sprite.motion[0] < 0:
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if sprite.register_collisions:
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sprite.add_collides_with(
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CollisionDirection(CollisionDirection.LEFT, sprite, collider))
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if collider.register_collisions:
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collider.add_collides_with(
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CollisionDirection(CollisionDirection.RIGHT, collider, sprite))
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else:
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if sprite.register_collisions:
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sprite.add_collides_with(
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CollisionDirection(CollisionDirection.INSIDE, sprite, collider))
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if collider.register_collisions:
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collider.add_collides_with(
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CollisionDirection(CollisionDirection.INSIDE, collider, sprite))
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if collider.is_collider:
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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]
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)
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sprite.motion = (0, sprite.motion[1])
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collides_with_last = collider
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collided[0] = True
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if not collided[1]:
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sprite.position_scale.position = (
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sprite.position_scale.position[0],
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sprite.position_scale.position[1] + motion_step[1]
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)
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collides_with = self.check_collides(sprite, colliders)
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for collider in collides_with:
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if collider is not None:
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if sprite.is_collider and collider.is_collider:
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if sprite.motion[1] > 0:
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if sprite.register_collisions:
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sprite.add_collides_with(
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CollisionDirection(CollisionDirection.BOTTOM, sprite, collider))
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if collider.register_collisions:
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collider.add_collides_with(
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CollisionDirection(CollisionDirection.TOP, collider, sprite))
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if sprite.motion[1] < 0:
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if sprite.register_collisions:
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sprite.add_collides_with(
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CollisionDirection(CollisionDirection.TOP, sprite, collider))
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if collider.register_collisions:
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collider.add_collides_with(
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CollisionDirection(CollisionDirection.BOTTOM, collider, sprite))
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else:
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if sprite.register_collisions:
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sprite.add_collides_with(
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CollisionDirection(CollisionDirection.INSIDE, sprite, collider))
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if collider.register_collisions:
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collider.add_collides_with(
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CollisionDirection(CollisionDirection.INSIDE, collider, sprite))
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if collider.is_collider:
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sprite.position_scale.position = (
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sprite.position_scale.position[0],
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sprite.position_scale.position[1] - motion_step[1]
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)
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sprite.motion = (sprite.motion[0], 0)
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collides_with_last = collider
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collided[1] = True
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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:
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distance = self.calculate_basic_distance(sprite, collider)
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if distance > 50:
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continue
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if sprite.collides_with(collider, TOLERANCE):
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collides_with.append(collider)
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if len(collides_with) >= 2:
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break
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return collides_with
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def calculate_basic_distance(self, sprite1: StaticSprite, sprite2: StaticSprite) -> float:
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return math.sqrt((sprite1.position_scale.position[0] - sprite2.position_scale.position[0]) ** 2 +
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(sprite1.position_scale.position[1] - sprite2.position_scale.position[1]) ** 2)
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