diff --git a/project/level/Level.py b/project/level/Level.py index bbefd3b..3fb7a0c 100644 --- a/project/level/Level.py +++ b/project/level/Level.py @@ -2,7 +2,7 @@ LEVEL_SIZE = (71, 40) class Level: - def __init__(self, name: str, theme: str, abilities: list[str], csv_grid: list[str]): + def __init__(self, name: str, theme: str, abilities: list[str], csv_grid: list[list[str]]): self.name = name self.theme = theme self.abilities = abilities @@ -11,7 +11,7 @@ class Level: def __str__(self): return 'name: ' + self.name + ', theme: ' + self.theme + ', allowed abilities: ' + str(self.abilities) - def parse_csv_to_2darray(self, csv_grid: list[str]): + def parse_csv_to_2darray(self, csv_grid: list[list[str]]): tiles = [] for line_number, line in enumerate(csv_grid): diff --git a/project/level/LevelElementSymbols.py b/project/level/LevelElementSymbols.py index 07ea959..6673b7d 100644 --- a/project/level/LevelElementSymbols.py +++ b/project/level/LevelElementSymbols.py @@ -1,7 +1,3 @@ -import csv - -SCREEN_WIDTH = 71 -SCREEN_HEIGHT = 40 STATIC = 'static' DYNAMIC = 'dynamic' diff --git a/project/main.py b/project/main.py index f098377..c885658 100644 --- a/project/main.py +++ b/project/main.py @@ -13,7 +13,7 @@ from sprite.Sprite import Sprite from sprite.StaticSprite import StaticSprite from ui_elements.TextLabel import TextLabel -what_to_run = 'physics' +what_to_run = 'level' def apply_frame_rate(number: float): @@ -30,6 +30,8 @@ if what_to_run == 'level': csv_parse_test = LevelManager('data/levels') csv_parse_test.load_from_config('data/levels/levels.json') print(csv_parse_test.levels[0]) + for row in csv_parse_test.levels[0].tiles: + print(row) elif what_to_run == 'physics': diff --git a/project/physics/PhysicsElementsHandler.py b/project/physics/PhysicsElementsHandler.py index b3f93ea..1ed97d6 100644 --- a/project/physics/PhysicsElementsHandler.py +++ b/project/physics/PhysicsElementsHandler.py @@ -1,7 +1,6 @@ -from pygame.surface import Surface +from typing import Optional from sprite.DynamicSprite import DynamicSprite -from sprite.PositionScale import PositionScale from sprite.Sprite import Sprite from sprite.StaticSprite import StaticSprite from ui_elements.UiElement import UiElement @@ -12,7 +11,13 @@ TOLERANCE = 1 class PhysicsElementsHandler: def __init__(self): - pass + self.collision_callbacks = [] + + def add_collision_callback(self, callback): + self.collision_callbacks.append(callback) + + def remove_collision_callback(self, callback): + self.collision_callbacks.remove(callback) def tick(self, dt: float, layers: dict[str, list[UiElement]]): sprites = [] @@ -39,9 +44,13 @@ class PhysicsElementsHandler: sorted_dynamic_sprites = sorted(dynamic_sprites, key=lambda spr: spr.position_scale.position[1]) for sprite in sorted_dynamic_sprites: - self.attempt_move(dt, sprite, colliders, MOTION_STEPS) + collides_with = self.attempt_move(dt, sprite, colliders, MOTION_STEPS) + if collides_with is not None: + for callback in self.collision_callbacks: + callback(sprite, collides_with) - def attempt_move(self, dt: float, sprite: DynamicSprite, colliders: list[StaticSprite], motion_steps: int) -> bool: + def attempt_move(self, dt: float, sprite: DynamicSprite, colliders: list[StaticSprite], + motion_steps: int) -> Optional[StaticSprite]: total_motion = sprite.motion motion_step = ((total_motion[0] * dt) / motion_steps, (total_motion[1] * dt) / motion_steps) @@ -53,7 +62,8 @@ class PhysicsElementsHandler: sprite.position_scale.position[1] ) - if self.check_collides(sprite, colliders): + collides_with = self.check_collides(sprite, colliders) + if collides_with is not None: sprite.position_scale.position = ( sprite.position_scale.position[0] - motion_step[0], sprite.position_scale.position[1] @@ -66,14 +76,15 @@ class PhysicsElementsHandler: sprite.set_touches_left(True) sprite.motion = (0, sprite.motion[1]) - return False + return collides_with sprite.position_scale.position = ( sprite.position_scale.position[0], sprite.position_scale.position[1] + motion_step[1] ) - if self.check_collides(sprite, colliders): + collides_with = self.check_collides(sprite, colliders) + if collides_with is not None: sprite.position_scale.position = ( sprite.position_scale.position[0], sprite.position_scale.position[1] - motion_step[1] @@ -86,13 +97,13 @@ class PhysicsElementsHandler: sprite.set_touches_top(True) sprite.motion = (sprite.motion[0], 0) - return False + return collides_with - return True + return None - def check_collides(self, sprite: StaticSprite, colliders: list[StaticSprite]) -> bool: + def check_collides(self, sprite: StaticSprite, colliders: list[StaticSprite]) -> Optional[StaticSprite]: for collider in colliders: if sprite is not collider and sprite.collides_with(collider, TOLERANCE): - return True + return collider - return False + return None diff --git a/project/physics/SpriteManager.py b/project/physics/SpriteManager.py index 482f3f1..7ec200a 100644 --- a/project/physics/SpriteManager.py +++ b/project/physics/SpriteManager.py @@ -19,6 +19,7 @@ class DrawLayers: class SpriteManager: def __init__(self): self.physics_handler = PhysicsElementsHandler() + self.physics_handler.add_collision_callback(self.collision_detected) self.layers: dict[str, list[UiElement]] = {} for layer in DrawLayers.DRAW_ORDER: @@ -39,3 +40,7 @@ class SpriteManager: for layer in DrawLayers.DRAW_ORDER: for sprite in self.layers[layer]: sprite.draw(screen, screen_transform) + + def collision_detected(self, sprite_a: Sprite, sprite_b: Sprite): + # print(f"Collision detected between {sprite_a} and {sprite_b}") + pass diff --git a/project/ui_elements/UiElement.py b/project/ui_elements/UiElement.py index 3e61ab5..3817d96 100644 --- a/project/ui_elements/UiElement.py +++ b/project/ui_elements/UiElement.py @@ -27,18 +27,6 @@ class UiElement: image = self.render_sprite_image() if image is not None: - # target_scale = (screen_transform.scale[0] * self.position_scale.scale[0], - # screen_transform.scale[1] * self.position_scale.scale[1]) - - # target_position = ((self.position_scale.position[0] + screen_transform.position[0]) * target_scale[0], - # (self.position_scale.position[1] + screen_transform.position[1]) * target_scale[1]) - - # target_size = (int(target_scale[0] * image.get_width()), - # int(target_scale[1] * image.get_height())) - - # target_image = self.get_scaled_image(image, target_size) - # screen.blit(target_image, target_position) - screen_scale = screen_transform.scale screen_position = screen_transform.position