Physics engine improvements
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e3744241ea
commit
30c153e555
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@ -1,48 +0,0 @@
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1-1
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ghost-house
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dash
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##########
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##########
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##########
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##########
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##########
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##########
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##########
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##########
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##########
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##########
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##########
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##########
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##########
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3, 4, HEBEL-1, 0
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23, 34, HEBEL-2, 0
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10, 10, HEBEL-1; HEBEL-2
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@ -38,7 +38,7 @@ elif what_to_run == 'physics':
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screen = pygame.display.set_mode((600, 500))
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pygame.display.set_caption("PE GAME")
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clock = pygame.time.Clock()
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frame_rate = 50
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frame_rate = 80
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spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json")
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@ -61,11 +61,11 @@ elif what_to_run == 'physics':
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while True:
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clock.tick(frame_rate)
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skip = False
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skip = True
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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exit(0)
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quit()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_RIGHT:
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skip = False
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@ -45,23 +45,60 @@ class PhysicsElementsHandler:
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def attempt_move(self, sprite: DynamicSprite, colliders: list[StaticSprite], motion_steps: int) -> bool:
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total_motion = sprite.motion
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motion_step = (total_motion[0] / motion_steps, total_motion[1] / motion_steps)
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# print(motion_step)
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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 = (
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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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if self.check_collides(sprite, colliders):
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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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if sprite.motion[0] > 0:
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sprite.set_touches_right(True)
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if sprite.motion[0] < 0:
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sprite.set_touches_left(True)
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sprite.motion = (0, sprite.motion[1])
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return False
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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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for collider in colliders:
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if sprite is not collider and sprite.collides_with(collider, TOLERANCE):
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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] - motion_step[1]
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)
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return False
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if self.check_collides(sprite, colliders):
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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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if sprite.motion[1] > 0:
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sprite.set_touches_bottom(True)
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if sprite.motion[1] < 0:
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sprite.set_touches_top(True)
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sprite.motion = (sprite.motion[0], 0)
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return False
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return True
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def check_collides(self, sprite: StaticSprite, colliders: list[StaticSprite]) -> bool:
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for collider in colliders:
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if sprite is not collider and sprite.collides_with(collider, TOLERANCE):
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return True
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return False
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def draw(self, screen: Surface, screen_transform: PositionScale):
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for sprite in self.sprites:
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sprite.draw(screen, screen_transform)
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@ -13,13 +13,46 @@ class DynamicSprite(StaticSprite):
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super().__init__(spritesheet)
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self.motion = (0, 0)
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self.deceleration_horizontal = 0
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self.deceleration_horizontal_air = 0.02
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self.deceleration_horizontal_ground = 0.3
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self.gravity = 9.81 / 10
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# up, right, down, left
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self.touches_bounding = (False, False, False, False)
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def set_touches_bottom(self, value: bool):
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self.touches_bounding = (self.touches_bounding[0], self.touches_bounding[1], value, self.touches_bounding[3])
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def set_touches_right(self, value: bool):
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self.touches_bounding = (self.touches_bounding[0], value, self.touches_bounding[2], self.touches_bounding[3])
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def set_touches_left(self, value: bool):
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self.touches_bounding = (self.touches_bounding[0], self.touches_bounding[1], self.touches_bounding[2], value)
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def set_touches_top(self, value: bool):
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self.touches_bounding = (value, self.touches_bounding[1], self.touches_bounding[2], self.touches_bounding[3])
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def reset_touches(self):
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self.touches_bounding = (False, False, False, False)
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def tick(self, dt: float):
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super().tick(dt)
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# self.motion = (
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# self.motion[0] - self.deceleration_horizontal * dt,
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# self.motion[1] + self.gravity * dt
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# )
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# wrong implementation. Make deceleration_horizontal only until 0 is reached. multiply value with motion
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deceleration_horizontal = 0
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if abs(self.motion[0]) > 0:
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if self.touches_bounding[2]:
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deceleration_horizontal = self.deceleration_horizontal_ground
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else:
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deceleration_horizontal = self.deceleration_horizontal_air
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self.motion = (
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self.motion[0] - self.deceleration_horizontal * dt,
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self.motion[0] - deceleration_horizontal * self.motion[0] * dt,
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self.motion[1] + self.gravity * dt
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)
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@ -52,25 +52,6 @@ class Sprite:
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return
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if self.image is not None:
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# target_position = screen_transform.apply_scale_to_position()
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# target_position = (
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# target_position[0] + self.position_scale.position[0],
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# target_position[1] + self.position_scale.position[1]
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# )
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# target_scale = (
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# screen_transform.scale[0] * self.position_scale.scale[0],
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# screen_transform.scale[1] * self.position_scale.scale[1]
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# )
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# target_size = (
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# int(target_scale[0] * self.image.get_width()),
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# int(target_scale[1] * self.image.get_height())
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# )
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# target_image = self.get_scaled_image(self.image, target_size)
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# screen.blit(target_image, target_position)
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target_scale = (screen_transform.scale[0] * self.position_scale.scale[0],
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screen_transform.scale[1] * self.position_scale.scale[1])
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@ -24,18 +24,6 @@ class StaticSprite(Sprite):
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self_position = self_bounds.get_position()
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other_position = other_bounds.get_position()
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# if self_position[0] + self_dimensions[0] < other_position[0]:
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# return False
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# if self_position[0] > other_position[0] + other_dimensions[0]:
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# return False
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# if self_position[1] + self_dimensions[1] < other_position[1]:
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# return False
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# if self_position[1] > other_position[1] + other_dimensions[1]:
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# return False
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if self_position[0] + self_dimensions[0] < other_position[0] + tolerance:
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return False
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