parent
3e622e272b
commit
88b3c4724c
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@ -12,7 +12,7 @@ from sprite.Sprite import Sprite
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from sprite.StaticSprite import StaticSprite
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from ui_elements.TextLabel import TextLabel
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what_to_run = 'textlabel'
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what_to_run = 'physics'
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def apply_frame_rate(number: float):
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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 = 80
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frame_rate = 120
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spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json")
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@ -50,7 +50,7 @@ elif what_to_run == 'physics':
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test_3_sprite = DynamicSprite(spritesheet_manager.get_sheet("test_1"))
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test_3_sprite.position_scale = PositionScale((130, 100), (1, 1))
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test_3_sprite.motion = (-4, -11)
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test_3_sprite.motion = (-9, -12)
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physics_handler.add_sprite(test_3_sprite)
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test_2_sprite = StaticSprite(spritesheet_manager.get_sheet("test_1"))
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@ -61,7 +61,7 @@ elif what_to_run == 'physics':
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while True:
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clock.tick(frame_rate)
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skip = True
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skip = False
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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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@ -40,12 +40,12 @@ class PhysicsElementsHandler:
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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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self.attempt_move(sprite, colliders, MOTION_STEPS)
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self.attempt_move(dt, sprite, colliders, MOTION_STEPS)
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def attempt_move(self, sprite: DynamicSprite, colliders: list[StaticSprite], motion_steps: int) -> bool:
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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
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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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motion_step = ((total_motion[0] * dt) / motion_steps, (total_motion[1] * dt) / 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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