-
Notifications
You must be signed in to change notification settings - Fork 0
/
objects.py
238 lines (203 loc) · 8.37 KB
/
objects.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
from imports import *
class Player:
def __init__(self):
self.image = pygame.Surface((16, 16))
self.image.fill(color("#85CB33"))
self.rect = self.image.get_rect(center=(200, 100))
self.vel = vec()
self.strength = 5
self.direction = {
"left": False,
"right": False,
"up": False,
}
self.leg_back = LegIK(self.rect, 45)
self.is_on_ground = False
def render(self, window, scroll):
window.blit(self.image, (self.rect.x - scroll.x, self.rect.y - scroll.y))
self.leg_back.draw(window, scroll)
def get_hits(self, tiles):
return [tile for tile in tiles if self.rect.colliderect(tile.rect)]
def move(self):
if self.direction["left"]:
self.vel.x = -self.strength
elif self.direction["right"]:
self.vel.x = self.strength
else:
self.vel.x = 0
if self.direction["up"] and self.is_on_ground:
self.vel.y = -2 * self.strength
self.is_on_ground = False
def update(self, tiles):
self.leg_back.update(self.vel)
self.vel.y += GRAVITY
self.rect.x += self.vel.x
# COLLISION ON X
hits = self.get_hits(tiles)
for tile in hits:
if self.vel.x > 0:
self.rect.right = tile.rect.left
self.vel.x = 0
if self.is_on_ground:
self.is_on_ground = False
elif self.vel.x < 0:
self.rect.left = tile.rect.right
self.vel.x = 0
if self.is_on_ground:
self.is_on_ground = False
self.rect.y += self.vel.y
# COLLISION ON Y
hits = self.get_hits(tiles)
for tile in hits:
if self.vel.y > 0:
self.is_on_ground = True
self.rect.bottom = tile.rect.top
self.vel.y = 0
elif self.vel.y < 0:
self.is_on_ground = False
self.rect.top = tile.rect.bottom
self.vel.y = 0
class Enemy:
def __init__(self):
self.image = pygame.Surface((16, 16))
self.image.fill(color("#c46292"))
self.rect = self.image.get_rect(center=(200, 100))
self.vel = vec()
self.direction = {
"left": False,
"right": False,
}
self.state = None
self.strength = 5
def render(self, window, scroll):
window.blit(self.image, (self.rect.x - scroll.x, self.rect.y - scroll.y))
def move(self):
if self.direction['right']:
self.vel.x = self.strength
elif self.direction['left']:
self.vel.x = -self.strength
else:
self.vel.x = 0
def update(self):
self.rect.x += self.vel.x
class Line:
def __init__(self, origin: vec, width=1, **kwargs):
self.origin = origin
self.angular_speed = 0
self.width = width
if "end" in kwargs.keys():
self.end = kwargs["end"]
self.angle = self.origin.angle_to(self.end)
self.components = vec(
self.end.x - self.origin.x, self.end.y - self.origin.y
)
self.magnitude = self.components.magnitude()
elif "angle" in kwargs.keys() and "magnitude" in kwargs.keys():
self.angle = kwargs["angle"]
self.magnitude = kwargs["magnitude"]
self.end = vec()
self.end.x = self.origin.x + self.magnitude * math.cos(
math.radians(self.angle)
)
self.end.y = self.origin.y + self.magnitude * math.sin(
math.radians(self.angle)
)
self.components = vec(
self.end.x - self.origin.x, self.end.y - self.origin.y
)
else:
raise_user_warning("Insufficient data for Line")
def set_angle_from_origin(self, angle: float):
self.angle = angle
self.end.x = self.origin.x + self.magnitude * math.cos(math.radians(self.angle))
self.end.y = self.origin.y + self.magnitude * math.sin(math.radians(self.angle))
def set_angle_from_end(self, angle: float):
self.angle = angle
self.origin.x = self.end.x - self.magnitude * math.cos(math.radians(self.angle))
self.origin.y = self.end.y - self.magnitude * math.sin(math.radians(self.angle))
def rotate_from_origin(self, angle: float):
self.angle += angle
self.end.x = self.origin.x + self.magnitude * math.cos(math.radians(self.angle))
self.end.y = self.origin.y + self.magnitude * math.sin(math.radians(self.angle))
def rotate_from_end(self, angle: float):
self.angle += angle
self.origin.x = self.end.x - self.magnitude * math.cos(math.radians(self.angle))
self.origin.y = self.end.y - self.magnitude * math.sin(math.radians(self.angle))
def move_origin_to(self, pos: vec):
self.origin = pos
self.end.x = self.origin.x + self.magnitude * math.cos(math.radians(self.angle))
self.end.y = self.origin.y + self.magnitude * math.sin(math.radians(self.angle))
def move_end_to(self, pos: vec):
self.end = pos
self.origin.x = self.end.x - self.magnitude * math.cos(math.radians(self.angle))
self.origin.y = self.end.y - self.magnitude * math.sin(math.radians(self.angle))
def draw(self, screen, scroll):
pygame.draw.line(
screen,
color(0, 0, 0),
(self.origin - scroll),
(self.end - scroll),
self.width,
)
# class Leg:
# def __init__(self, body_rect: pygame.Rect, thigh_angle: float):
# self.body_rect = body_rect
# self.thigh = Line(vec(body_rect.bottomright), angle=thigh_angle, magnitude=25)
# self.calf = Line(vec(self.thigh.end), angle=90, magnitude=25)
# def update(self, vel: vec):
# self.thigh.move_origin_to(vec(self.body_rect.midbottom))
# self.calf.move_origin_to(self.thigh.end)
# if vel.x > 0: ## MOVING RIGHT
# self.thigh.rotate_from_origin(vel.x * 2)
# # self.calf.rotate_from_origin(5)
# elif vel.x < 0: ## MOVING LEFT
# self.thigh.rotate_from_origin(vel.x * 2)
# # self.calf.rotate_from_origin(-5)
# if vel.y < 0:
# self.calf.move_end_to(vec(self.calf.end.x, self.calf.end.y - 25))
# def draw(self, screen, scroll):
# self.thigh.draw(screen, scroll)
# self.calf.draw(screen, scroll)
class LegIK:
def __init__(self, body_rect: pygame.Rect, thigh_angle: float):
self.body_rect = body_rect
self.thigh = Line(vec(body_rect.bottomright), angle=thigh_angle, magnitude=25)
self.calf = Line(vec(self.thigh.end), angle=90, magnitude=25)
self.ik = vec(150, 100)
self.joint_angle0 = 0
self.joint_angle1 = 0
def update(self, vel: vec):
self.thigh.move_origin_to(vec(self.body_rect.midbottom))
self.calf.move_origin_to(self.thigh.end)
length0 = self.thigh.magnitude
length1 = self.calf.magnitude
length2 = self.calf.end.distance_to(self.thigh.origin)
# mx, my = pygame.mouse.get_pos()
# self.ik = vec(mx//2, my//2)
# self.ik.x += 1
# self.ik = vec(150, 100)
diff = self.ik - self.thigh.origin
atan = math.degrees(math.atan2(diff.y, diff.x))
if length0 + length1 < length2:
self.joint_angle0 = 135
self.joint_angle1 = atan
else:
cosAngle0 = (
(length2 * length2) + (length0 * length0) - (length1 * length1)
) / (2 * length2 * length0)
angle0 = math.degrees(math.acos(cosAngle0))
cosAngle1 = (
(length1 * length1) + (length0 * length0) - (length2 * length2)
) / (2 * length1 * length0)
angle1 = math.acos(cosAngle1)
self.joint_angle0 = 135 - angle0
self.joint_angle1 = atan - angle1
# print(self.joint_angle0, self.joint_angle1)
self.thigh.set_angle_from_origin(self.joint_angle0)
self.calf.set_angle_from_origin(self.joint_angle1)
def draw(self, screen, scroll):
# self.ik.x -= scroll.x
# self.ik.y -= scroll.y
self.thigh.draw(screen, scroll)
self.calf.draw(screen, scroll)
pygame.draw.circle(screen, color(255, 255, 0), (self.ik - scroll), 10)