sep-pm-platformer/project/physics/PhysicsElementsHandler.py

63 lines
2.5 KiB
Python

from pygame.surface import Surface
from sprite.DynamicSprite import DynamicSprite
from sprite.PositionScale import PositionScale
from sprite.Sprite import Sprite
from sprite.StaticSprite import StaticSprite
MOTION_STEPS = 10
class PhysicsElementsHandler:
def __init__(self):
self.sprites: list[Sprite] = []
def add_sprite(self, sprite: Sprite):
self.sprites.append(sprite)
def remove_sprite(self, sprite: Sprite):
self.sprites.remove(sprite)
def tick(self, dt: float):
for sprite in self.sprites:
sprite.tick(dt)
# handle motion and collisions. To do this:
# 1. Find all sprites that have collision enabled and store them in a list
# 2. Create a list of all sprites that are dynamic sprites
# 3. Sort the sprites by their y position
# 4. For each sprite:
# 4.1. Divide the motion into MOTION_STEPS steps
# 4.2. For each step:
# 4.2.1. Check if the sprite collides with any other sprite
# 4.2.2. If it does, move the sprite back to the previous position and stop the motion
# 4.2.3. If it doesn't, move the sprite to the new position
colliders = [sprite for sprite in self.sprites if sprite.is_collider and isinstance(sprite, StaticSprite)]
dynamic_sprites = [sprite for sprite in self.sprites if isinstance(sprite, DynamicSprite)]
sorted_dynamic_sprites = sorted(dynamic_sprites, key=lambda spr: spr.position_scale.position[1])
for sprite in sorted_dynamic_sprites:
total_motion = sprite.motion
motion_step = (total_motion[0] / MOTION_STEPS, total_motion[1] / MOTION_STEPS)
for i in range(MOTION_STEPS):
sprite.position_scale.position = (
sprite.position_scale.position[0] + motion_step[0],
sprite.position_scale.position[1] + motion_step[1]
)
for collider in colliders:
if sprite is not collider and sprite.collides_with(collider):
sprite.position_scale.position = (
sprite.position_scale.position[0] - motion_step[0],
sprite.position_scale.position[1] - motion_step[1]
)
sprite.motion = (0, 0)
break
def draw(self, screen: Surface, screen_transform: PositionScale):
for sprite in self.sprites:
sprite.draw(screen, screen_transform)