First implementation of physics
parent
28ea8e232b
commit
e3744241ea
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@ -12,7 +12,18 @@ from sprite.Sprite import Sprite
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from sprite.StaticSprite import StaticSprite
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from sprite.StaticSprite import StaticSprite
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from ui_elements.TextLabel import TextLabel
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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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"""
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this function calculates a factor that will be multiplied with the
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physics of the game to provide a constant speed
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:param number: The number to scale by the factor
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:return: The scaled number
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"""
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return number / (frame_rate / 30)
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if what_to_run == 'level':
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if what_to_run == 'level':
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csv_parse_test = LevelManager('data/levels')
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csv_parse_test = LevelManager('data/levels')
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@ -27,30 +38,44 @@ 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("PE GAME")
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pygame.display.set_caption("PE GAME")
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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frame_rate = 50
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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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test_1_sprite = DynamicSprite(spritesheet_manager.get_sheet("test_1"))
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test_2_sprite = StaticSprite(spritesheet_manager.get_sheet("test_1"))
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test_1_sprite.position_scale = PositionScale((10, 10), (1, 1))
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test_2_sprite.position_scale = PositionScale((100, 100), (1, 1))
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physics_handler = PhysicsElementsHandler()
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physics_handler = PhysicsElementsHandler()
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test_1_sprite = DynamicSprite(spritesheet_manager.get_sheet("test_1"))
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test_1_sprite.position_scale = PositionScale((10, -100), (1, 1))
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physics_handler.add_sprite(test_1_sprite)
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physics_handler.add_sprite(test_1_sprite)
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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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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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test_2_sprite.position_scale = PositionScale((10, 80), (1, 1))
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physics_handler.add_sprite(test_2_sprite)
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physics_handler.add_sprite(test_2_sprite)
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while True:
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clock.tick(10)
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while True:
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clock.tick(frame_rate)
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skip = False
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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pygame.quit()
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pygame.quit()
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exit(0)
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exit(0)
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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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if skip:
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continue
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screen.fill((0, 0, 0))
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screen.fill((0, 0, 0))
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physics_handler.tick(1)
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physics_handler.tick(apply_frame_rate(1))
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physics_handler.draw(screen, screen_transform)
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physics_handler.draw(screen, screen_transform)
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pygame.display.update()
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pygame.display.update()
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@ -6,6 +6,8 @@ from sprite.Sprite import Sprite
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from sprite.StaticSprite import StaticSprite
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from sprite.StaticSprite import StaticSprite
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MOTION_STEPS = 10
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MOTION_STEPS = 10
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TOLERANCE = 1
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class PhysicsElementsHandler:
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class PhysicsElementsHandler:
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def __init__(self):
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def __init__(self):
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@ -38,24 +40,27 @@ class PhysicsElementsHandler:
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sorted_dynamic_sprites = sorted(dynamic_sprites, key=lambda spr: spr.position_scale.position[1])
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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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for sprite in sorted_dynamic_sprites:
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total_motion = sprite.motion
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self.attempt_move(sprite, colliders, MOTION_STEPS)
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motion_step = (total_motion[0] / MOTION_STEPS, total_motion[1] / MOTION_STEPS)
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for i in range(MOTION_STEPS):
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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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for i in range(motion_steps):
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sprite.position_scale.position = (
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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] + motion_step[1]
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sprite.position_scale.position[1] + motion_step[1]
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)
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)
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for collider in colliders:
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for collider in colliders:
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if sprite is not collider and sprite.collides_with(collider):
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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 = (
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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] - motion_step[1]
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sprite.position_scale.position[1] - motion_step[1]
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)
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)
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return False
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sprite.motion = (0, 0)
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return True
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break
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def draw(self, screen: Surface, screen_transform: PositionScale):
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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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for sprite in self.sprites:
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@ -11,3 +11,6 @@ class BoundingBox:
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def get_position(self):
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def get_position(self):
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return self.x, self.y
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return self.x, self.y
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def __str__(self):
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return f"({self.x}, {self.y}, {self.width}, {self.height})"
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@ -14,7 +14,7 @@ class DynamicSprite(StaticSprite):
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self.motion = (0, 0)
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self.motion = (0, 0)
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self.deceleration_horizontal = 0
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self.deceleration_horizontal = 0
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self.gravity = 0
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self.gravity = 9.81 / 10
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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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@ -52,31 +52,43 @@ class Sprite:
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return
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return
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if self.image is not None:
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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 = screen_transform.apply_scale_to_position()
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target_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[0] + self.position_scale.position[0],
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target_position[1] + self.position_scale.position[1]
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# target_position[1] + self.position_scale.position[1]
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)
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# )
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target_scale = (
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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[0] * self.position_scale.scale[0],
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screen_transform.scale[1] * self.position_scale.scale[1]
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# screen_transform.scale[1] * self.position_scale.scale[1]
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)
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# )
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target_size = (
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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[0] * self.image.get_width()),
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int(target_scale[1] * self.image.get_height())
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# int(target_scale[1] * self.image.get_height())
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)
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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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target_position = ((self.position_scale.position[0] + screen_transform.position[0]) * target_scale[0],
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(self.position_scale.position[1] + screen_transform.position[1]) * target_scale[1])
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target_size = (int(target_scale[0] * self.image.get_width()),
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int(target_scale[1] * self.image.get_height()))
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target_image = self.get_scaled_image(self.image, target_size)
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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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screen.blit(target_image, target_position)
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def get_bounding_box(self) -> BoundingBox:
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def get_bounding_box(self) -> BoundingBox:
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return BoundingBox(
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return BoundingBox(
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self.position_scale.position[0],
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self.position_scale.position[0],
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self.position_scale.position[1],
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self.position_scale.position[1],
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self.image.get_width(),
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self.image.get_width() * self.position_scale.scale[0],
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self.image.get_height()
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self.image.get_height() * self.position_scale.scale[1]
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)
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)
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def get_scaled_image(self, image, resize):
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def get_scaled_image(self, image, resize):
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@ -11,9 +11,7 @@ class StaticSprite(Sprite):
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def __init__(self, spritesheet: Spritesheet):
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def __init__(self, spritesheet: Spritesheet):
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super().__init__(spritesheet)
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super().__init__(spritesheet)
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self.position = (0, 0)
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def collides_with(self, collider: 'StaticSprite', tolerance: float = 0.0):
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def collides_with(self, collider: 'StaticSprite'):
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if not self.is_collider or not collider.is_collider:
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if not self.is_collider or not collider.is_collider:
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return False
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return False
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@ -26,16 +24,28 @@ class StaticSprite(Sprite):
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self_position = self_bounds.get_position()
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self_position = self_bounds.get_position()
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other_position = other_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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# 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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return False
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if self_position[0] > other_position[0] + other_dimensions[0]:
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if self_position[0] > other_position[0] + other_dimensions[0] - tolerance:
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return False
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return False
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if self_position[1] + self_dimensions[1] < other_position[1]:
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if self_position[1] + self_dimensions[1] < other_position[1] + tolerance:
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return False
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return False
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if self_position[1] > other_position[1] + other_dimensions[1]:
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if self_position[1] > other_position[1] + other_dimensions[1] - tolerance:
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return False
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return False
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return True
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return True
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