190 lines
9.4 KiB
Python
190 lines
9.4 KiB
Python
import math
|
|
from typing import Optional
|
|
|
|
from physics.CollisionDirection import CollisionDirection
|
|
from physics.TickData import TickData
|
|
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
|
|
|
|
MOTION_STEPS = 10
|
|
TOLERANCE = 1
|
|
|
|
|
|
class PhysicsElementsHandler:
|
|
def __init__(self):
|
|
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, tick_data: TickData, layers: dict[str, list[UiElement]]):
|
|
sprites = []
|
|
for layer in layers:
|
|
for sprite in layers[layer]:
|
|
# if str(type(sprite)) == "<class 'level.elements.dynamic.PushableBoxLevelElement.PushableBoxLevelElement'>":
|
|
# print(f"Found pushable box")
|
|
sprite.tick(tick_data)
|
|
if isinstance(sprite, Sprite):
|
|
sprites.append(sprite)
|
|
|
|
# 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 sprites
|
|
if isinstance(sprite, StaticSprite) and (sprite.is_collider or sprite.register_collisions)]
|
|
|
|
for collider in colliders:
|
|
collider.reset_collides_with()
|
|
|
|
dynamic_sprites = [sprite for sprite in 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:
|
|
collides_with = self.attempt_move(tick_data, sprite, colliders, MOTION_STEPS)
|
|
if collides_with is not None:
|
|
for callback in self.collision_callbacks:
|
|
callback(sprite, collides_with)
|
|
|
|
def attempt_move(self, tick_data: TickData, sprite: DynamicSprite, colliders: list[StaticSprite],
|
|
motion_steps: int) -> Optional[StaticSprite]:
|
|
total_motion = sprite.motion
|
|
motion_step = ((total_motion[0] * tick_data.dt) / motion_steps, (total_motion[1] * tick_data.dt) / motion_steps)
|
|
|
|
collides_with_last = None
|
|
collided = [False, False]
|
|
|
|
for i in range(motion_steps):
|
|
if not collided[0]:
|
|
sprite.position_scale.position = (
|
|
sprite.position_scale.position[0] + motion_step[0],
|
|
sprite.position_scale.position[1]
|
|
)
|
|
|
|
# print('Elements: ', list(filter(lambda spr: str(type(spr)) == "<class 'level.elements.LeverInputLevelElement.LeverInputLevelElement'>", colliders)))
|
|
|
|
collides_with = self.check_collides(sprite, colliders, tick_data.screen_transform)
|
|
for collider in collides_with:
|
|
if collider is not None:
|
|
if sprite.is_collider and collider.is_collider:
|
|
if sprite.motion[0] > 0:
|
|
if sprite.register_collisions:
|
|
sprite.add_collides_with(
|
|
CollisionDirection(CollisionDirection.RIGHT, sprite, collider))
|
|
if collider.register_collisions:
|
|
collider.add_collides_with(
|
|
CollisionDirection(CollisionDirection.LEFT, collider, sprite))
|
|
|
|
if sprite.motion[0] < 0:
|
|
if sprite.register_collisions:
|
|
sprite.add_collides_with(
|
|
CollisionDirection(CollisionDirection.LEFT, sprite, collider))
|
|
if collider.register_collisions:
|
|
collider.add_collides_with(
|
|
CollisionDirection(CollisionDirection.RIGHT, collider, sprite))
|
|
else:
|
|
if sprite.register_collisions:
|
|
sprite.add_collides_with(
|
|
CollisionDirection(CollisionDirection.INSIDE, sprite, collider))
|
|
if collider.register_collisions:
|
|
collider.add_collides_with(
|
|
CollisionDirection(CollisionDirection.INSIDE, collider, sprite))
|
|
|
|
if collider.is_collider:
|
|
sprite.position_scale.position = (
|
|
sprite.position_scale.position[0] - motion_step[0],
|
|
sprite.position_scale.position[1]
|
|
)
|
|
|
|
sprite.motion = (sprite.motion[0] * sprite.bounce_factor, sprite.motion[1])
|
|
|
|
collides_with_last = collider
|
|
collided[0] = True
|
|
|
|
if not collided[1]:
|
|
sprite.position_scale.position = (
|
|
sprite.position_scale.position[0],
|
|
sprite.position_scale.position[1] + motion_step[1]
|
|
)
|
|
|
|
collides_with = self.check_collides(sprite, colliders, tick_data.screen_transform)
|
|
for collider in collides_with:
|
|
if collider is not None:
|
|
if sprite.is_collider and collider.is_collider:
|
|
if sprite.motion[1] > 0:
|
|
if sprite.register_collisions:
|
|
sprite.add_collides_with(
|
|
CollisionDirection(CollisionDirection.BOTTOM, sprite, collider))
|
|
if collider.register_collisions:
|
|
collider.add_collides_with(
|
|
CollisionDirection(CollisionDirection.TOP, collider, sprite))
|
|
|
|
if sprite.motion[1] < 0:
|
|
if sprite.register_collisions:
|
|
sprite.add_collides_with(
|
|
CollisionDirection(CollisionDirection.TOP, sprite, collider))
|
|
if collider.register_collisions:
|
|
collider.add_collides_with(
|
|
CollisionDirection(CollisionDirection.BOTTOM, collider, sprite))
|
|
else:
|
|
if sprite.register_collisions:
|
|
sprite.add_collides_with(
|
|
CollisionDirection(CollisionDirection.INSIDE, sprite, collider))
|
|
if collider.register_collisions:
|
|
collider.add_collides_with(
|
|
CollisionDirection(CollisionDirection.INSIDE, collider, sprite))
|
|
|
|
if collider.is_collider:
|
|
sprite.position_scale.position = (
|
|
sprite.position_scale.position[0],
|
|
sprite.position_scale.position[1] - motion_step[1]
|
|
)
|
|
|
|
sprite.motion = (sprite.motion[0], sprite.motion[1] * sprite.bounce_factor)
|
|
|
|
collides_with_last = collider
|
|
collided[1] = True
|
|
|
|
return collides_with_last
|
|
|
|
def check_collides(self, sprite: StaticSprite, colliders: list[StaticSprite], screen_transform: PositionScale) -> \
|
|
list[StaticSprite]:
|
|
collides_with = []
|
|
|
|
for collider in colliders:
|
|
if sprite is not collider:
|
|
distance = self.calculate_basic_distance(sprite, collider)
|
|
if distance > max(self.get_sprite_size_for_distance(sprite, screen_transform),
|
|
self.get_sprite_size_for_distance(collider, screen_transform)):
|
|
continue
|
|
if sprite.collides_with(collider, TOLERANCE):
|
|
collides_with.append(collider)
|
|
if len(collides_with) > 5:
|
|
break
|
|
|
|
return collides_with
|
|
|
|
def calculate_basic_distance(self, sprite1: StaticSprite, sprite2: StaticSprite) -> float:
|
|
return math.sqrt((sprite1.position_scale.position[0] - sprite2.position_scale.position[0]) ** 2 +
|
|
(sprite1.position_scale.position[1] - sprite2.position_scale.position[1]) ** 2)
|
|
|
|
def get_sprite_size_for_distance(self, ui_element: UiElement, screen_transform: PositionScale) -> int:
|
|
image = ui_element.render_sprite_image()
|
|
if image is None:
|
|
return 0
|
|
return max(image.get_width() * ui_element.position_scale.scale[0] * screen_transform.scale[0],
|
|
image.get_height() * ui_element.position_scale.scale[1] * screen_transform.scale[1])
|