Merge remote-tracking branch 'origin/main'
commit
34f3203c7a
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#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,,,,,,,,,,,,,,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#
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#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,,,,,,,,,,,,,,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#
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#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,,,,,,,,,,,,,,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#
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3,3,id=HEBEL,requires=HEBEL;HEBEL-2,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
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#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,,,,,,,,,,,,,,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#
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@ -1,7 +1,7 @@
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[
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{
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"name": "1-1",
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"theme": "tutorial",
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"theme": "castle",
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"abilities": [
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"dash"
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],
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Binary file not shown.
After Width: | Height: | Size: 626 B |
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After Width: | Height: | Size: 611 B |
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After Width: | Height: | Size: 605 B |
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@ -117,5 +117,34 @@
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"height": 16
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}
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]
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},
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{
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"id": "castle_block_full",
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"subsheets": [
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{
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"id": "1",
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"delays": [
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1
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],
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"width": 12,
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"height": 12
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},
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{
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"id": "2",
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"delays": [
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1
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],
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"width": 12,
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"height": 12
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},
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{
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"id": "3",
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"delays": [
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1
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],
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"width": 12,
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"height": 12
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}
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]
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}
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]
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@ -1,3 +1,5 @@
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import random
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from level.Level import Level
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from level.LevelElementSymbols import LevelElementSymbols
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from level.elements.BlockElement import BlockElement
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@ -30,7 +32,7 @@ class LoadedLevel:
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if tile_element in LevelElementSymbols.BLOCKS_LIST:
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spritesheet = self.spritesheet_manager.get_sheet(level.theme + tile_element['sprite_id'])
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sprite = BlockElement(spritesheet)
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sprite.set_animation_state('1')
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sprite.set_animation_state(str(random.randint(0, 3)))
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sprite.position_scale.position = position
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elif tile_element == LevelElementSymbols.GOAL_DOOR:
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@ -6,7 +6,7 @@ from level.LevelManager import LevelManager
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from level.elements.LoadedLevel import LoadedLevel
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from physics.SpriteManager import SpriteManager, DrawLayers
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from physics.TickData import TickData
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from physics.controllers.PlayerSprite import PlayerSprite
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from physics.sprites.PlayerSprite import PlayerSprite
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from sprite.PositionScale import PositionScale
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from sprite.SpritesheetManager import SpritesheetManager
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from sprite.Sprite import Sprite
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@ -47,6 +47,16 @@ if what_to_run == 'level':
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generated_level = LoadedLevel(sprite_manager, spritesheet_manager)
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generated_level.load_level(parsed_levels_manager.levels[0])
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ghost_character = PlayerSprite(spritesheet_manager.get_sheet("ghost_character"))
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ghost_character.position_scale = PositionScale((90, 50), (1, 1))
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sprite_manager.add_ui_element(DrawLayers.OBJECTS, ghost_character)
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text_1 = TextLabel("Frame: 0", 2, 110, 50, alignment="left")
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text_1.position_scale.scale = (0.3, 0.3)
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sprite_manager.add_ui_element(DrawLayers.UI, text_1)
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ghost_character.debug_label = text_1
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while True:
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clock.tick(frame_rate)
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@ -0,0 +1,14 @@
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class CollisionDirection:
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LEFT = 0
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RIGHT = 1
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TOP = 2
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BOTTOM = 3
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DIRECTION_NAMES = ['LEFT', 'RIGHT', 'TOP', 'BOTTOM']
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def __init__(self, direction: int, primary_sprite, secondary_sprite):
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self.direction = direction
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self.primary_sprite = primary_sprite
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self.secondary_sprite = secondary_sprite
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def to_string(self):
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return 'CollisionDirection.' + CollisionDirection.DIRECTION_NAMES[self.direction]
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@ -1,5 +1,6 @@
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from typing import Optional
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from physics.CollisionDirection import CollisionDirection
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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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@ -40,6 +41,8 @@ class PhysicsElementsHandler:
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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 if isinstance(sprite, StaticSprite) and sprite.is_collider]
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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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@ -55,56 +58,65 @@ class PhysicsElementsHandler:
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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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sprite.reset_collides_with()
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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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collides_with = self.check_collides(sprite, colliders)
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if collides_with is not None:
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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[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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collides_with = self.check_collides(sprite, colliders)
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if collides_with is not None:
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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_left(True)
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if sprite.motion[0] > 0:
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sprite.add_collides_with(CollisionDirection(CollisionDirection.RIGHT, sprite, collides_with))
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sprite.motion = (0, sprite.motion[1])
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return collides_with
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if sprite.motion[0] < 0:
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sprite.add_collides_with(CollisionDirection(CollisionDirection.LEFT, sprite, collides_with))
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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 = (0, sprite.motion[1])
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collides_with = self.check_collides(sprite, colliders)
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if collides_with is not None:
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collides_with_last = collides_with
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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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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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collides_with = self.check_collides(sprite, colliders)
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if collides_with is not None:
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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_top(True)
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if sprite.motion[1] > 0:
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sprite.add_collides_with(CollisionDirection(CollisionDirection.BOTTOM, sprite, collides_with))
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sprite.motion = (sprite.motion[0], 0)
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return collides_with
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if sprite.motion[1] < 0:
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sprite.add_collides_with(CollisionDirection(CollisionDirection.TOP, sprite, collides_with))
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return None
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sprite.motion = (sprite.motion[0], 0)
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collides_with_last = collides_with
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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]) -> Optional[StaticSprite]:
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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 collider
|
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if sprite is not collider:
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if sprite.collides_with(collider, TOLERANCE):
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return collider
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return None
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|
|
|
@ -1,6 +1,5 @@
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from typing import Optional
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import pygame
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from pygame import Surface
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from physics.PhysicsElementsHandler import PhysicsElementsHandler
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|
@ -57,5 +56,11 @@ class SpriteManager:
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|||
return elements
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def collision_detected(self, sprite_a: Sprite, sprite_b: Sprite):
|
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# print(f"Collision detected between {sprite_a} and {sprite_b}")
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||||
pass
|
||||
|
||||
def find_sprite_by_uuid(self, uuid: str) -> Optional[UiElement]:
|
||||
for layer in DrawLayers.DRAW_ORDER:
|
||||
for sprite in self.layers[layer]:
|
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if sprite.uuid == uuid:
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return sprite
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||||
return None
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||||
|
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|
@ -1,24 +0,0 @@
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from physics.TickData import TickData
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from sprite.DynamicSprite import DynamicSprite
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from sprite.Spritesheet import Spritesheet
|
||||
from ui_elements.KeyManager import KeyManager
|
||||
from ui_elements.TextLabel import TextLabel
|
||||
|
||||
|
||||
class PlayerSprite(DynamicSprite):
|
||||
def __init__(self, spritesheet: Spritesheet):
|
||||
super().__init__(spritesheet)
|
||||
self.jump_time = -1
|
||||
self.allowed_jump_time = 20
|
||||
self.debug_label = TextLabel('', -1, -1)
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||||
|
||||
def tick(self, tick_data: TickData):
|
||||
super().tick(tick_data)
|
||||
|
||||
if tick_data.key_manager.is_keymap_down(KeyManager.KEY_RIGHT):
|
||||
self.motion = (self.motion[0] + 2, self.motion[1])
|
||||
|
||||
if tick_data.key_manager.is_keymap_down(KeyManager.KEY_LEFT):
|
||||
self.motion = (self.motion[0] - 2, self.motion[1])
|
||||
|
||||
self.debug_label.set_text(f'jump: {self.jump_time}, x: {round(self.motion[0], 2)}, y: {round(self.motion[1], 2)}, touches: {self.touches_bounding}')
|
|
@ -0,0 +1,11 @@
|
|||
from physics.TickData import TickData
|
||||
from sprite.Spritesheet import Spritesheet
|
||||
from sprite.StaticSprite import StaticSprite
|
||||
|
||||
|
||||
class DeathBox(StaticSprite):
|
||||
def __init__(self, spritesheet: Spritesheet):
|
||||
super().__init__(spritesheet)
|
||||
|
||||
def tick(self, tick_data: TickData):
|
||||
super().tick(tick_data)
|
|
@ -0,0 +1,45 @@
|
|||
from physics.CollisionDirection import CollisionDirection
|
||||
from physics.TickData import TickData
|
||||
from sprite.DynamicSprite import DynamicSprite
|
||||
from sprite.Spritesheet import Spritesheet
|
||||
from ui_elements.KeyManager import KeyManager
|
||||
from ui_elements.TextLabel import TextLabel
|
||||
|
||||
|
||||
class PlayerSprite(DynamicSprite):
|
||||
def __init__(self, spritesheet: Spritesheet):
|
||||
super().__init__(spritesheet)
|
||||
self.debug_label = TextLabel('', -1, -1)
|
||||
|
||||
self.jump_time = -1
|
||||
self.allowed_jump_time = 12
|
||||
|
||||
self.acceleration_horizontal = 2
|
||||
|
||||
self.deceleration_horizontal_air = 0.02
|
||||
self.deceleration_horizontal_ground = 0.3
|
||||
self.gravity = 9.81 / 10
|
||||
|
||||
self.max_motion_horizontal_via_input = 5
|
||||
|
||||
def tick(self, tick_data: TickData):
|
||||
super().tick(tick_data)
|
||||
|
||||
if tick_data.key_manager.is_keymap_down(KeyManager.KEY_RIGHT):
|
||||
if self.motion[0] < self.max_motion_horizontal_via_input:
|
||||
self.motion = (self.motion[0] + self.acceleration_horizontal, self.motion[1])
|
||||
|
||||
if tick_data.key_manager.is_keymap_down(KeyManager.KEY_LEFT):
|
||||
if self.motion[0] > -self.max_motion_horizontal_via_input:
|
||||
self.motion = (self.motion[0] - self.acceleration_horizontal, self.motion[1])
|
||||
|
||||
if tick_data.key_manager.is_keymap_down(KeyManager.KEY_UP):
|
||||
if self.jump_time < 0 and self.get_collides_with_direction(CollisionDirection.BOTTOM):
|
||||
self.jump_time = self.allowed_jump_time
|
||||
self.motion = (self.motion[0], self.motion[1] - 7)
|
||||
if self.jump_time >= 0:
|
||||
self.motion = (self.motion[0], self.motion[1] - 0.5)
|
||||
if self.jump_time >= 0:
|
||||
self.jump_time -= 1
|
||||
|
||||
self.debug_label.set_text(f'jump: {self.jump_time}, x: {round(self.motion[0], 2)}, y: {round(self.motion[1], 2)}, touches: {list(map(lambda x: x.to_string(), self.get_collides_with()))}')
|
|
@ -1,4 +1,4 @@
|
|||
from sprite.BoundingBox import BoundingBox
|
||||
from physics.CollisionDirection import CollisionDirection
|
||||
from sprite.Spritesheet import Spritesheet
|
||||
from sprite.StaticSprite import StaticSprite
|
||||
from physics.TickData import TickData
|
||||
|
@ -10,39 +10,23 @@ class DynamicSprite(StaticSprite):
|
|||
|
||||
self.motion = (0, 0)
|
||||
|
||||
self.apply_base_deceleration = True
|
||||
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 tick(self, tick_data: TickData):
|
||||
super().tick(tick_data)
|
||||
|
||||
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
|
||||
if self.apply_base_deceleration:
|
||||
deceleration_horizontal = 0
|
||||
if abs(self.motion[0]) > 0:
|
||||
if self.get_collides_with_direction(CollisionDirection.BOTTOM):
|
||||
deceleration_horizontal = self.deceleration_horizontal_ground
|
||||
else:
|
||||
deceleration_horizontal = self.deceleration_horizontal_air
|
||||
|
||||
self.motion = (
|
||||
self.motion[0] - deceleration_horizontal * self.motion[0] * tick_data.dt,
|
||||
self.motion[1] + self.gravity * tick_data.dt
|
||||
)
|
||||
|
||||
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)
|
||||
self.motion = (
|
||||
self.motion[0] - deceleration_horizontal * self.motion[0] * tick_data.dt,
|
||||
self.motion[1] + self.gravity * tick_data.dt
|
||||
)
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
class PositionScale:
|
||||
def __init__(self, position: tuple[float, float] = (0, 0), scale: tuple[float, float] = (1, 1)):
|
||||
self.position = position
|
||||
self.scale = scale
|
||||
self.position: tuple[float, float] = position
|
||||
self.scale: tuple[float, float] = scale
|
||||
|
||||
def apply_scale_to_position(self):
|
||||
return self.position[0] * self.scale[0], self.position[1] * self.scale[1]
|
||||
|
|
|
@ -1,5 +1,8 @@
|
|||
from typing import Optional
|
||||
|
||||
import pygame
|
||||
|
||||
from physics.CollisionDirection import CollisionDirection
|
||||
from physics.TickData import TickData
|
||||
from sprite.BoundingBox import BoundingBox
|
||||
from sprite.PositionScale import PositionScale
|
||||
|
@ -22,6 +25,22 @@ class Sprite(UiElement):
|
|||
self.image = None
|
||||
|
||||
self.is_collider = True
|
||||
self.collides_with_elements: list[CollisionDirection] = []
|
||||
|
||||
def add_collides_with(self, collision_direction: CollisionDirection):
|
||||
self.collides_with_elements.append(collision_direction)
|
||||
|
||||
def reset_collides_with(self):
|
||||
self.collides_with_elements = []
|
||||
|
||||
def get_collides_with(self) -> list[CollisionDirection]:
|
||||
return self.collides_with_elements
|
||||
|
||||
def get_collides_with_direction(self, direction: int) -> Optional[CollisionDirection]:
|
||||
for collision_direction in self.collides_with_elements:
|
||||
if collision_direction.direction == direction:
|
||||
return collision_direction
|
||||
return None
|
||||
|
||||
def tick(self, tick_data: TickData):
|
||||
animation = self.spritesheet.animations[self.animation_state]
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
import abc
|
||||
import uuid
|
||||
from typing import Optional
|
||||
|
||||
import pygame
|
||||
|
@ -16,6 +17,8 @@ class UiElement:
|
|||
self.visible = True
|
||||
self.click_listeners = []
|
||||
|
||||
self.uuid = uuid.uuid4()
|
||||
|
||||
def add_click_listener(self, listener):
|
||||
self.click_listeners.append(listener)
|
||||
|
||||
|
|
Loading…
Reference in New Issue