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

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from pygame.surface import Surface
from sprite.DynamicSprite import DynamicSprite
from sprite.PositionScale import PositionScale
from sprite.Sprite import Sprite
from sprite.StaticSprite import StaticSprite
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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:
def __init__(self):
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pass
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def tick_all_layers(self, dt: float, layers: dict[str, list[UiElement]]):
for layer in layers:
self.tick(dt, layers[layer])
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def tick(self, dt: float, sprites: list[UiElement]):
for sprite in sprites:
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sprite.tick(dt)
# 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
# 4. For each sprite:
# 4.1. Divide the motion into MOTION_STEPS steps
# 4.2. For each step:
# 4.2.1. Check if the sprite collides with any other sprite
# 4.2.2. If it does, move the sprite back to the previous position and stop the motion
# 4.2.3. 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]
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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])
for sprite in sorted_dynamic_sprites:
self.attempt_move(dt, sprite, colliders, MOTION_STEPS)
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def attempt_move(self, dt: float, sprite: DynamicSprite, colliders: list[StaticSprite], motion_steps: int) -> bool:
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total_motion = sprite.motion
motion_step = ((total_motion[0] * dt) / motion_steps, (total_motion[1] * dt) / motion_steps)
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for i in range(motion_steps):
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sprite.reset_touches()
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sprite.position_scale.position = (
sprite.position_scale.position[0] + motion_step[0],
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sprite.position_scale.position[1]
)
if self.check_collides(sprite, colliders):
sprite.position_scale.position = (
sprite.position_scale.position[0] - motion_step[0],
sprite.position_scale.position[1]
)
if sprite.motion[0] > 0:
sprite.set_touches_right(True)
if sprite.motion[0] < 0:
sprite.set_touches_left(True)
sprite.motion = (0, sprite.motion[1])
return False
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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if self.check_collides(sprite, colliders):
sprite.position_scale.position = (
sprite.position_scale.position[0],
sprite.position_scale.position[1] - motion_step[1]
)
if sprite.motion[1] > 0:
sprite.set_touches_bottom(True)
if sprite.motion[1] < 0:
sprite.set_touches_top(True)
sprite.motion = (sprite.motion[0], 0)
return False
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return True
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def check_collides(self, sprite: StaticSprite, colliders: list[StaticSprite]) -> bool:
for collider in colliders:
if sprite is not collider and sprite.collides_with(collider, TOLERANCE):
return True
return False