from sprite.BoundingBox import BoundingBox from sprite.Spritesheet import Spritesheet from sprite.StaticSprite import StaticSprite from physics.TickData import TickData class DynamicSprite(StaticSprite): def __init__(self, spritesheet: Spritesheet): super().__init__(spritesheet) self.motion = (0, 0) 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 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)