Made simulation even more satisfying
parent
d8ed9dee24
commit
8cbf623247
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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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screen = pygame.display.set_mode((600, 500))
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pygame.display.set_caption("PM GAME")
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pygame.display.set_caption("PM GAME")
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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frame_rate = 60
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frame_rate = 59.52
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spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json")
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spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json")
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@ -45,7 +45,6 @@ class PhysicsElementsHandler:
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def attempt_move(self, dt: float, 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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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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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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for i in range(motion_steps):
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sprite.reset_touches()
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sprite.reset_touches()
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@ -39,12 +39,6 @@ class DynamicSprite(StaticSprite):
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def tick(self, dt: float):
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def tick(self, dt: float):
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super().tick(dt)
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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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deceleration_horizontal = 0
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if abs(self.motion[0]) > 0:
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if abs(self.motion[0]) > 0:
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if self.touches_bounding[2]:
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if self.touches_bounding[2]:
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