Physics engine improvements

main
Yan Wittmann 2023-03-25 18:14:47 +01:00
parent e3744241ea
commit 30c153e555
6 changed files with 82 additions and 91 deletions

View File

@ -1,48 +0,0 @@
1-1
ghost-house
dash
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3, 4, HEBEL-1, 0
23, 34, HEBEL-2, 0
10, 10, HEBEL-1; HEBEL-2

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@ -38,7 +38,7 @@ elif what_to_run == 'physics':
screen = pygame.display.set_mode((600, 500))
pygame.display.set_caption("PE GAME")
clock = pygame.time.Clock()
frame_rate = 50
frame_rate = 80
spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json")
@ -61,11 +61,11 @@ elif what_to_run == 'physics':
while True:
clock.tick(frame_rate)
skip = False
skip = True
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit(0)
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
skip = False

View File

@ -45,23 +45,60 @@ class PhysicsElementsHandler:
def attempt_move(self, sprite: DynamicSprite, colliders: list[StaticSprite], motion_steps: int) -> bool:
total_motion = sprite.motion
motion_step = (total_motion[0] / motion_steps, total_motion[1] / motion_steps)
# print(motion_step)
for i in range(motion_steps):
sprite.reset_touches()
sprite.position_scale.position = (
sprite.position_scale.position[0] + motion_step[0],
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],
sprite.position_scale.position[1] + motion_step[1]
)
for collider in colliders:
if sprite is not collider and sprite.collides_with(collider, TOLERANCE):
sprite.position_scale.position = (
sprite.position_scale.position[0] - motion_step[0],
sprite.position_scale.position[1] - motion_step[1]
)
return False
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
return True
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
def draw(self, screen: Surface, screen_transform: PositionScale):
for sprite in self.sprites:
sprite.draw(screen, screen_transform)

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@ -13,13 +13,46 @@ class DynamicSprite(StaticSprite):
super().__init__(spritesheet)
self.motion = (0, 0)
self.deceleration_horizontal = 0
self.deceleration_horizontal_air = 0.02
self.deceleration_horizontal_ground = 0.3
self.gravity = 9.81 / 10
# up, right, down, left
self.touches_bounding = (False, False, False, False)
def set_touches_bottom(self, value: bool):
self.touches_bounding = (self.touches_bounding[0], self.touches_bounding[1], value, self.touches_bounding[3])
def set_touches_right(self, value: bool):
self.touches_bounding = (self.touches_bounding[0], value, self.touches_bounding[2], self.touches_bounding[3])
def set_touches_left(self, value: bool):
self.touches_bounding = (self.touches_bounding[0], self.touches_bounding[1], self.touches_bounding[2], value)
def set_touches_top(self, value: bool):
self.touches_bounding = (value, self.touches_bounding[1], self.touches_bounding[2], self.touches_bounding[3])
def reset_touches(self):
self.touches_bounding = (False, False, False, False)
def tick(self, dt: float):
super().tick(dt)
# self.motion = (
# self.motion[0] - self.deceleration_horizontal * dt,
# self.motion[1] + self.gravity * dt
# )
# wrong implementation. Make deceleration_horizontal only until 0 is reached. multiply value with motion
deceleration_horizontal = 0
if abs(self.motion[0]) > 0:
if self.touches_bounding[2]:
deceleration_horizontal = self.deceleration_horizontal_ground
else:
deceleration_horizontal = self.deceleration_horizontal_air
self.motion = (
self.motion[0] - self.deceleration_horizontal * dt,
self.motion[0] - deceleration_horizontal * self.motion[0] * dt,
self.motion[1] + self.gravity * dt
)

View File

@ -52,25 +52,6 @@ class Sprite:
return
if self.image is not None:
# target_position = screen_transform.apply_scale_to_position()
# target_position = (
# target_position[0] + self.position_scale.position[0],
# target_position[1] + self.position_scale.position[1]
# )
# target_scale = (
# screen_transform.scale[0] * self.position_scale.scale[0],
# screen_transform.scale[1] * self.position_scale.scale[1]
# )
# target_size = (
# int(target_scale[0] * self.image.get_width()),
# int(target_scale[1] * self.image.get_height())
# )
# target_image = self.get_scaled_image(self.image, target_size)
# screen.blit(target_image, target_position)
target_scale = (screen_transform.scale[0] * self.position_scale.scale[0],
screen_transform.scale[1] * self.position_scale.scale[1])

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@ -24,18 +24,6 @@ class StaticSprite(Sprite):
self_position = self_bounds.get_position()
other_position = other_bounds.get_position()
# if self_position[0] + self_dimensions[0] < other_position[0]:
# return False
# if self_position[0] > other_position[0] + other_dimensions[0]:
# return False
# if self_position[1] + self_dimensions[1] < other_position[1]:
# return False
# if self_position[1] > other_position[1] + other_dimensions[1]:
# return False
if self_position[0] + self_dimensions[0] < other_position[0] + tolerance:
return False