Source code for xsge_physics

# xSGE Physics Framework
# Copyright (C) 2014-2017 Julie Marchant <onpon4@riseup.net>
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program.  If not, see <http://www.gnu.org/licenses/>.

"""
xSGE is a collection of extensions for the SGE licensed under the GNU
General Public License.  They are designed to give additional features
to free/libre software games which aren't necessary, but are nice to
have.

xSGE extensions are not dependent on any particular SGE implementation.
They should work with any implementation that follows the specification.

This extension provides an easy-to-use framework for collision physics.
This is especially useful for platformers, though it can also be useful
for other types of games.

.. note::

   This collision system supports plain rectangle-based collision
   detection ONLY.  Attempting to use precise or ellipse collision
   detection will not work as you expect, and may often not even work at
   all.  This is because implementing support for such mask-based
   collision detection would be guaranteed to be slow, unreliable, and
   needlessly complicated; it's not worth it.

   If you must use precise collision detection, consider doing so with
   a separate object that follows the appropriate :class:`Collider`
   object.
"""

from __future__ import division
from __future__ import absolute_import
from __future__ import print_function
from __future__ import unicode_literals

__version__ = "0.13"

import math

import sge


__all__ = ["Collider", "Wall", "SolidLeft", "SolidRight", "SolidTop",
           "SolidBottom", "Solid", "SlopeTopLeft", "SlopeTopRight",
           "SlopeBottomLeft", "SlopeBottomRight", "MobileWall"]


NDIG = 6


[docs]class Collider(sge.dsp.Object): """ Class for objects which have physics interactions. .. note:: This class depends on use of :meth:`Collider.move_x` and :meth:`Collider.move_y` to handle physics interactions. :meth:`event_update_position` uses these methods, so speed attributes will work properly, but changing :attr:`x` and :attr:`y` manually will not cause any physics to occur. .. attribute:: nonstick_left .. attribute:: nonstick_right .. attribute:: nonstick_top .. attribute:: nonstick_bottom These attributes are used by certain wall classes to exclude the object from "sticking" to the wall. See the documentation for the wall classes for more information. Default value: :const:`False` .. attribute:: slope_acceleration The factor by which the collider accelerates on slopes. This is multiplied by the :attr:`slope_xacceleration` and :attr:`slope_yacceleration` values of any slopes the collider is touching and added to the use of :attr:`xacceleration` and :attr:`yacceleration` by :meth:`event_update_position`. Default value: ``0`` """ nonstick_left = False nonstick_right = False nonstick_top = False nonstick_bottom = False slope_acceleration = 0
[docs] def move_x(self, move, absolute=False, do_events=True, exclude_events=()): """ Move the object horizontally, handling physics. Arguments: - ``move`` -- The amount to add to :attr:`x`. - ``absolute`` -- If set to :const:`True`, the distance moved horizontally is absolute, i.e. will not be reduced as a result of vertical movement caused by slopes. Otherwise, any vertical movement caused by slopes will result in a reduction of horizontal movement. - ``do_events`` -- Whether or not physics collision events should be executed when appropriate. - ``exclude_events`` -- A set, list, or tuple of wall objects which should not cause collision events to be executed if collided with. """ exclude_events = set(exclude_events) exclude_events.add(None) sticky = False move_mult = 1 old_x = self.x old_y = self.y old_bbox_left = self.bbox_left old_bbox_right = self.bbox_right old_bbox_top = self.bbox_top old_bbox_bottom = self.bbox_bottom rold_bbox_top = round(old_bbox_top, NDIG) rold_bbox_bottom = round(old_bbox_bottom, NDIG) on_floor = None on_ceil = None def get_on_floor(on_floor, self=self, old_x=old_x, old_y=old_y): if on_floor is not None: return on_floor else: new_x = self.x new_y = self.y self.x = old_x self.y = old_y on_floor = (self.get_bottom_touching_wall() or self.get_bottom_touching_slope()) self.x = new_x self.y = new_y return on_floor def get_on_ceil(on_ceil, self=self, old_x=old_x, old_y=old_y): if on_ceil is not None: return on_ceil else: new_x = self.x new_y = self.y self.x = old_x self.y = old_y on_ceil = (self.get_top_touching_wall() or self.get_top_touching_slope()) self.x = new_x self.y = new_y return on_ceil if move > 0: if not self.nonstick_bottom: bbb = round(self.bbox_bottom, NDIG) for slope in self.collision(SlopeTopRight, y=(self.y + 1)): if slope.xsticky_top: y = round(slope.get_slope_y(self.bbox_left), NDIG) if bbb == y: sticky = 1 if not absolute: h = math.hypot(slope.bbox_width, slope.bbox_height) move_mult = slope.bbox_width / h break elif (self.bbox_left <= slope.bbox_left and not self.collision(slope)): sticky = 1 break if not sticky and not self.nonstick_top: bbt = round(self.bbox_top, NDIG) for slope in self.collision(SlopeBottomRight, y=(self.y - 1)): if slope.xsticky_bottom: y = round(slope.get_slope_y(self.bbox_left), NDIG) if bbt == y: sticky = 2 if not absolute: h = math.hypot(slope.bbox_width, slope.bbox_height) move_mult = slope.bbox_width / h break elif (self.bbox_left <= slope.bbox_left and not self.collision(slope)): sticky = 2 break self.x += move * move_mult stopper = None slopes = self.collision(SlopeTopLeft) def key(s, self=self): return s.get_slope_x(self.bbox_bottom) slopes.sort(key=key) for other in slopes: y = other.get_slope_y(self.bbox_right) if self.bbox_bottom > y: oy = round(other.get_slope_y(old_bbox_right), NDIG) if rold_bbox_bottom <= oy: if not absolute: h = math.hypot(other.bbox_width, other.bbox_height) m = other.bbox_width / h if m < move_mult: self.x -= move * (move_mult - m) move_mult = m y = other.get_slope_y(self.bbox_right) self.move_y(y - self.bbox_bottom, do_events=do_events, exclude_events=exclude_events) x = other.get_slope_x(self.bbox_bottom) diff = self.bbox_right - x if diff > 0: self.bbox_right = x if self.bbox_bottom == y: self.move_x(diff, do_events=do_events, exclude_events=exclude_events) on_floor = get_on_floor(on_floor) if on_floor: stopper = other elif not self.collision(other, x=old_x): self.bbox_right = min(self.bbox_right, other.bbox_left) stopper = other slopes = self.collision(SlopeBottomLeft) def key(s, self=self): return s.get_slope_x(self.bbox_top) slopes.sort(key=key) for other in slopes: y = other.get_slope_y(self.bbox_right) if self.bbox_top < y: oy = round(other.get_slope_y(old_bbox_right), NDIG) if rold_bbox_top >= oy: if not absolute: h = math.hypot(other.bbox_width, other.bbox_height) m = other.bbox_width / h if m < move_mult: self.x -= move * (move_mult - m) move_mult = m y = other.get_slope_y(self.bbox_right) self.move_y(y - self.bbox_top, do_events=do_events, exclude_events=exclude_events) x = other.get_slope_x(self.bbox_top) diff = self.bbox_right - x if diff > 0: self.bbox_right = x if self.bbox_top == y: self.move_x(diff, do_events=do_events, exclude_events=exclude_events) on_ceil = get_on_ceil(on_ceil) if on_ceil: stopper = other elif not self.collision(other, x=old_x): self.bbox_right = min(self.bbox_right, other.bbox_left) stopper = other for other in self.collision(SolidLeft): if not self.collision(other, x=old_x): self.bbox_right = min(self.bbox_right, other.bbox_left) stopper = other if do_events and stopper not in exclude_events: move_loss = max(0, abs(move) - abs(self.x - old_x)) self.event_physics_collision_right(stopper, move_loss) stopper.event_physics_collision_left(self, 0) elif move < 0: if not self.nonstick_bottom: bbb = round(self.bbox_bottom, NDIG) for slope in self.collision(SlopeTopLeft, y=(self.y + 1)): if slope.xsticky_top: y = round(slope.get_slope_y(self.bbox_right), NDIG) if bbb == y: sticky = 1 if not absolute: h = math.hypot(slope.bbox_width, slope.bbox_height) move_mult = slope.bbox_width / h break elif (self.bbox_right >= slope.bbox_right and not self.collision(slope)): sticky = 1 break if not sticky and not self.nonstick_top: bbt = round(self.bbox_top, NDIG) for slope in self.collision(SlopeBottomLeft, y=(self.y - 1)): if slope.xsticky_bottom: y = round(slope.get_slope_y(self.bbox_right), NDIG) if bbt == y: sticky = 2 if not absolute: h = math.hypot(slope.bbox_width, slope.bbox_height) move_mult = slope.bbox_width / h break elif (self.bbox_right >= slope.bbox_right and not self.collision(slope)): sticky = 2 break self.x += move * move_mult stopper = None slopes = self.collision(SlopeTopRight) def key(s, self=self): return -s.get_slope_x(self.bbox_bottom) slopes.sort(key=key) for other in slopes: y = other.get_slope_y(self.bbox_left) if self.bbox_bottom > y: oy = round(other.get_slope_y(old_bbox_left), NDIG) if rold_bbox_bottom <= oy: if not absolute: h = math.hypot(other.bbox_width, other.bbox_height) m = other.bbox_width / h if m < move_mult: self.x -= move * (move_mult - m) move_mult = m y = other.get_slope_y(self.bbox_left) self.move_y(y - self.bbox_bottom, do_events=do_events, exclude_events=exclude_events) x = other.get_slope_x(self.bbox_bottom) diff = self.bbox_left - x if diff < 0: self.bbox_left = x if self.bbox_bottom == y: self.move_x(diff, do_events=do_events, exclude_events=exclude_events) on_floor = get_on_floor(on_floor) if on_floor: stopper = other elif not self.collision(other, x=old_x): self.bbox_left = max(self.bbox_left, other.bbox_right) stopper = other slopes = self.collision(SlopeBottomRight) def key(s, self=self): return -s.get_slope_x(self.bbox_top) slopes.sort(key=key) for other in slopes: y = other.get_slope_y(self.bbox_left) if self.bbox_top < y: oy = round(other.get_slope_y(old_bbox_left), NDIG) if rold_bbox_top >= oy: if not absolute: h = math.hypot(other.bbox_width, other.bbox_height) m = other.bbox_width / h if m < move_mult: self.x -= move * (move_mult - m) move_mult = m y = other.get_slope_y(self.bbox_left) self.move_y(y - self.bbox_top, do_events=do_events, exclude_events=exclude_events) x = other.get_slope_x(self.bbox_top) diff = self.bbox_left - x if diff < 0: self.bbox_left = x if self.bbox_top == y: self.move_x(diff, do_events=do_events, exclude_events=exclude_events) on_ceil = get_on_ceil(on_ceil) if on_ceil: stopper = other elif not self.collision(other, x=old_x): self.bbox_left = max(self.bbox_left, other.bbox_right) stopper = other for other in self.collision(SolidRight): if not self.collision(other, x=old_x): self.bbox_left = max(self.bbox_left, other.bbox_right) stopper = other if do_events and stopper not in exclude_events: move_loss = max(0, abs(move) - abs(self.x - old_x)) self.event_physics_collision_left(stopper, move_loss) stopper.event_physics_collision_right(self, 0) # Engage stickiness (same whether moving left or right) # 1 = sticking to the floor # 2 = sticking to the ceiling if sticky == 1: if (not self.get_bottom_touching_slope() and not self.get_bottom_touching_wall()): new_bbox_bottom = None others = ( sge.game.current_room.get_objects_at( self.bbox_left, self.bbox_top, self.bbox_width, (sge.game.current_room.height - self.bbox_top + sge.game.current_room.object_area_height)) | sge.game.current_room.object_area_void) for other in others: if (other.bbox_left >= self.bbox_right or other.bbox_right <= self.bbox_left): continue if isinstance(other, SolidTop): y = other.bbox_top elif isinstance(other, SlopeTopLeft): y = other.get_slope_y(self.bbox_right) elif isinstance(other, SlopeTopRight): y = other.get_slope_y(self.bbox_left) else: continue if (y >= self.bbox_bottom and (new_bbox_bottom is None or y < new_bbox_bottom)): new_bbox_bottom = y if new_bbox_bottom is not None: self.bbox_bottom = new_bbox_bottom elif sticky == 2: if (not self.get_top_touching_slope() and not self.get_top_touching_wall()): new_bbox_top = None others = ( sge.game.current_room.get_objects_at( self.bbox_left, 0, self.bbox_width, self.bbox_bottom) | sge.game.current_room.object_area_void) for other in others: if (other.bbox_left >= self.bbox_right or other.bbox_right <= self.bbox_left): continue if isinstance(other, SolidBottom): y = other.bbox_bottom elif isinstance(other, SlopeBottomLeft): y = other.get_slope_y(self.bbox_right) elif isinstance(other, SlopeBottomRight): y = other.get_slope_y(self.bbox_left) else: continue if y <= self.bbox_top and (new_bbox_top is None or y > new_bbox_top): new_bbox_top = y if new_bbox_top is not None: self.bbox_top = new_bbox_top
[docs] def move_y(self, move, absolute=False, do_events=True, exclude_events=()): """ Move the object vertically, handling physics. Arguments: - ``move`` -- The amount to add to :attr:`y`. - ``absolute`` -- If set to :const:`True`, the distance moved vertically is absolute, i.e. will not be reduced as a result of horizontal movement caused by slopes. Otherwise, any horizontal movement caused by slopes will result in a reduction of vertical movement. - ``do_events`` -- Whether or not physics collision events should be executed when appropriate. - ``exclude_events`` -- A set, list, or tuple of wall objects which should not cause collision events to be executed if collided with. """ exclude_events = set(exclude_events) exclude_events.add(None) sticky = False move_mult = 1 old_x = self.x old_y = self.y old_bbox_left = self.bbox_left old_bbox_right = self.bbox_right rold_bbox_left = round(old_bbox_left, NDIG) rold_bbox_right = round(old_bbox_right, NDIG) old_bbox_top = self.bbox_top old_bbox_bottom = self.bbox_bottom on_right = None on_left = None def get_on_right(on_right, self=self, old_x=old_x, old_y=old_y): if on_right is not None: return on_right else: new_x = self.x new_y = self.y self.x = old_x self.y = old_y on_right = (self.get_right_touching_wall() or self.get_right_touching_slope()) self.x = new_x self.y = new_y return on_right def get_on_left(on_left, self=self, old_x=old_x, old_y=old_y): if on_left is not None: return on_left else: new_x = self.x new_y = self.y self.x = old_x self.y = old_y on_left = (self.get_left_touching_wall() or self.get_left_touching_slope()) self.x = new_x self.y = new_y return on_left if move > 0: if not self.nonstick_right: bbr = round(self.bbox_right, NDIG) for slope in self.collision(SlopeBottomLeft, x=(self.x + 1)): if slope.ysticky_left: x = round(slope.get_slope_x(self.bbox_top), NDIG) if bbr == x: sticky = 1 if not absolute: h = math.hypot(slope.bbox_width, slope.bbox_height) move_mult = slope.bbox_height / h break elif (self.bbox_top <= slope.bbox_top and not self.collision(slope)): sticky = 1 break if not sticky and not self.nonstick_left: bbl = round(self.bbox_left, NDIG) for slope in self.collision(SlopeBottomRight, x=(self.x - 1)): if slope.ysticky_right: x = round(slope.get_slope_x(self.bbox_top), NDIG) if bbl == x: sticky = 2 if not absolute: h = math.hypot(slope.bbox_width, slope.bbox_height) move_mult = slope.bbox_height / h break elif (self.bbox_top <= slope.bbox_top and not self.collision(slope)): sticky = 2 break self.y += move * move_mult stopper = None slopes = self.collision(SlopeTopLeft) def key(s, self=self): return s.get_slope_y(self.bbox_right) slopes.sort(key=key) for other in slopes: x = other.get_slope_x(self.bbox_bottom) if self.bbox_right > x: ox = round(other.get_slope_x(old_bbox_bottom), NDIG) if rold_bbox_right <= ox: if not absolute: h = math.hypot(other.bbox_width, other.bbox_height) m = other.bbox_height / h if m < move_mult: self.y -= move * (move_mult - m) move_mult = m x = other.get_slope_x(self.bbox_bottom) self.move_x(x - self.bbox_right, do_events=do_events, exclude_events=exclude_events) y = other.get_slope_y(self.bbox_right) diff = self.bbox_bottom - y if diff > 0: self.bbox_bottom = y if self.bbox_right == x: self.move_y(diff, do_events=do_events, exclude_events=exclude_events) on_right = get_on_right(on_right) if on_right: stopper = other elif not self.collision(other, y=old_y): self.bbox_bottom = min(self.bbox_bottom, other.bbox_top) stopper = other slopes = self.collision(SlopeTopRight) def key(s, self=self): return s.get_slope_y(self.bbox_left) slopes.sort(key=key) for other in slopes: x = other.get_slope_x(self.bbox_bottom) if self.bbox_left < x: ox = round(other.get_slope_x(old_bbox_bottom), NDIG) if rold_bbox_left >= ox: if not absolute: h = math.hypot(other.bbox_width, other.bbox_height) m = other.bbox_height / h if m < move_mult: self.y -= move * (move_mult - m) move_mult = m x = other.get_slope_x(self.bbox_bottom) self.move_x(x - self.bbox_left, do_events=do_events, exclude_events=exclude_events) y = other.get_slope_y(self.bbox_left) diff = self.bbox_bottom - y if diff > 0: self.bbox_bottom = y if self.bbox_left == x: self.move_y(diff, do_events=do_events, exclude_events=exclude_events) on_left = get_on_left(on_left) if on_left: stopper = other elif not self.collision(other, y=old_y): self.bbox_bottom = min(self.bbox_bottom, other.bbox_top) stopper = other for other in self.collision(SolidTop): if not self.collision(other, y=old_y): self.bbox_bottom = min(self.bbox_bottom, other.bbox_top) stopper = other if do_events and stopper not in exclude_events: move_loss = max(0, abs(move) - abs(self.y - old_y)) self.event_physics_collision_bottom(stopper, move_loss) stopper.event_physics_collision_top(self, 0) elif move < 0: if not self.nonstick_right: bbr = round(self.bbox_right, NDIG) for slope in self.collision(SlopeTopLeft, x=(self.x + 1)): if slope.ysticky_left: x = round(slope.get_slope_x(self.bbox_bottom), NDIG) if bbr == x: sticky = 1 if not absolute: h = math.hypot(slope.bbox_width, slope.bbox_height) move_mult = slope.bbox_height / h break elif (self.bbox_bottom >= slope.bbox_bottom and not self.collision(slope)): sticky = 1 break if not sticky and not self.nonstick_left: bbl = round(self.bbox_left, NDIG) for slope in self.collision(SlopeTopRight, x=(self.x - 1)): if slope.ysticky_right: x = round(slope.get_slope_x(self.bbox_bottom), NDIG) if bbl == x: sticky = 2 if not absolute: h = math.hypot(slope.bbox_width, slope.bbox_height) move_mult = slope.bbox_height / h break elif (self.bbox_bottom >= slope.bbox_bottom and not self.collision(slope)): sticky = 2 break self.y += move * move_mult stopper = None slopes = self.collision(SlopeBottomLeft) def key(s, self=self): return -s.get_slope_y(self.bbox_right) slopes.sort(key=key) for other in slopes: x = other.get_slope_x(self.bbox_top) if self.bbox_right > x: ox = round(other.get_slope_x(old_bbox_top), NDIG) if rold_bbox_right <= ox: if not absolute: h = math.hypot(other.bbox_width, other.bbox_height) m = other.bbox_height / h if m < move_mult: self.y -= move * (move_mult - m) move_mult = m x = other.get_slope_x(self.bbox_top) self.move_x(x - self.bbox_right, do_events=do_events, exclude_events=exclude_events) y = other.get_slope_y(self.bbox_right) diff = self.bbox_top - y if diff < 0: self.bbox_top = y if self.bbox_right == x: self.move_y(diff, do_events=do_events, exclude_events=exclude_events) on_right = get_on_right(on_right) if on_right: stopper = other elif not self.collision(other, y=old_y): self.bbox_top = max(self.bbox_top, other.bbox_bottom) stopper = other slopes = self.collision(SlopeBottomRight) def key(s, self=self): return -s.get_slope_y(self.bbox_left) slopes.sort(key=key) for other in self.collision(SlopeBottomRight): x = other.get_slope_x(self.bbox_top) if self.bbox_left < x: ox = round(other.get_slope_x(old_bbox_top), NDIG) if rold_bbox_left >= ox: if not absolute: h = math.hypot(other.bbox_width, other.bbox_height) m = other.bbox_height / h if m < move_mult: self.y -= move * (move_mult - m) move_mult = m x = other.get_slope_x(self.bbox_top) self.move_x(x - self.bbox_left, do_events=do_events, exclude_events=exclude_events) y = other.get_slope_y(self.bbox_left) diff = self.bbox_top - y if diff < 0: self.bbox_top = y if self.bbox_left == x: self.move_y(diff, do_events=do_events, exclude_events=exclude_events) on_left = get_on_left(on_left) if on_left: stopper = other elif not self.collision(other, y=old_y): self.bbox_top = max(self.bbox_top, other.bbox_bottom) stopper = other for other in self.collision(SolidBottom): if not self.collision(other, y=old_y): self.bbox_top = max(self.bbox_top, other.bbox_bottom) stopper = other if do_events and stopper not in exclude_events: move_loss = max(0, abs(move) - abs(self.y - old_y)) self.event_physics_collision_top(stopper, move_loss) stopper.event_physics_collision_bottom(self, 0) # Engage stickiness (same whether moving left or right) # 1 = sticking to a wall on the right # 2 = sticking to a wall on the left if sticky == 1: if (not self.get_right_touching_slope() and not self.get_right_touching_wall()): new_bbox_right = None others = ( sge.game.current_room.get_objects_at( self.bbox_left, self.bbox_top, (sge.game.current_room.width - self.bbox_left + sge.game.current_room.object_area_width), self.bbox_height) | sge.game.current_room.object_area_void) for other in others: if (other.bbox_top >= self.bbox_bottom or other.bbox_bottom <= self.bbox_top): continue if isinstance(other, SolidLeft): x = other.bbox_left elif isinstance(other, SlopeTopLeft): x = other.get_slope_x(self.bbox_bottom) elif isinstance(other, SlopeBottomLeft): x = other.get_slope_x(self.bbox_top) else: continue if x >= self.bbox_right and (new_bbox_right is None or x < new_bbox_right): new_bbox_right = x if new_bbox_right is not None: self.bbox_right = new_bbox_right elif sticky == 2: if (not self.get_left_touching_slope() and not self.get_left_touching_wall()): new_bbox_left = None others = ( sge.game.current_room.get_objects_at( 0, self.bbox_top, self.bbox_right, self.bbox_height) | sge.game.current_room.object_area_void) for other in others: if (other.bbox_top >= self.bbox_bottom or other.bbox_bottom <= self.bbox_top): continue if isinstance(other, SolidRight): x = other.bbox_right elif isinstance(other, SlopeTopRight): x = other.get_slope_x(self.bbox_bottom) elif isinstance(other, SlopeBottomRight): x = other.get_slope_x(self.bbox_top) else: continue if x <= self.bbox_left and (new_bbox_left is None or x > new_bbox_left): new_bbox_left = x if new_bbox_left is not None: self.bbox_left = new_bbox_left
[docs] def get_left_touching_wall(self): """ Return a list of :class:`SolidRight` objects whose right sides are touching the left side of this object. """ r = [] for tile in self.collision(SolidRight, x=(self.x - 1)): if not self.collision(tile): r.append(tile) return r
[docs] def get_right_touching_wall(self): """ Return a list of :class:`SolidLeft` objects whose left sides are touching the right side of this object. """ r = [] for tile in self.collision(SolidLeft, x=(self.x + 1)): if not self.collision(tile): r.append(tile) return r
[docs] def get_top_touching_wall(self): """ Return a list of :class:`SolidTop` objects whose top sides are touching the bottom side of this object. """ r = [] for tile in self.collision(SolidBottom, y=(self.y - 1)): if not self.collision(tile): r.append(tile) return r
[docs] def get_bottom_touching_wall(self): """ Return a list of :class:`SolidBottom` objects whose bottom sides are touching the top side of this object. """ r = [] for tile in self.collision(SolidTop, y=(self.y + 1)): if not self.collision(tile): r.append(tile) return r
[docs] def get_left_touching_slope(self): """ Return a list of :class:`SlopeTopRight` and :class:`SlopeBottomRight` objects whose right sides are touching the left side of this object. """ r = [] bbb = round(self.bbox_bottom, NDIG) for slope in self.collision(SlopeTopRight, x=(self.x - 1)): y = round(slope.get_slope_y(self.bbox_left), NDIG) if bbb == y or (self.bbox_bottom >= slope.bbox_bottom and not self.collision(slope)): r.append(slope) bbt = round(self.bbox_top, NDIG) for slope in self.collision(SlopeBottomRight, x=(self.x - 1)): y = round(slope.get_slope_y(self.bbox_left), NDIG) if bbt == y or (self.bbox_top <= slope.bbox_top and not self.collision(slope)): r.append(slope) return r
[docs] def get_right_touching_slope(self): """ Return a list of :class:`SlopeTopLeft` and :class:`SlopeBottomLeft` objects whose left sides are touching the right side of this object. """ r = [] bbb = round(self.bbox_bottom, NDIG) for slope in self.collision(SlopeTopLeft, x=(self.x + 1)): y = round(slope.get_slope_y(self.bbox_right), NDIG) if bbb == y or (self.bbox_bottom >= slope.bbox_bottom and not self.collision(slope)): r.append(slope) bbt = round(self.bbox_top, NDIG) for slope in self.collision(SlopeBottomLeft, x=(self.x + 1)): y = round(slope.get_slope_y(self.bbox_right), NDIG) if bbt == y or (self.bbox_top <= slope.bbox_top and not self.collision(slope)): r.append(slope) return r
[docs] def get_top_touching_slope(self): """ Return a list of :class:`SlopeBottomLeft` and :class:`SlopeBottomRight` objects whose bottom sides are touching the top side of this object. """ r = [] bbr = round(self.bbox_right, NDIG) for slope in self.collision(SlopeBottomLeft, y=(self.y - 1)): x = round(slope.get_slope_x(self.bbox_top), NDIG) if bbr == x or (self.bbox_right >= slope.bbox_right and not self.collision(slope)): r.append(slope) bbl = round(self.bbox_left, NDIG) for slope in self.collision(SlopeBottomRight, y=(self.y - 1)): x = round(slope.get_slope_x(self.bbox_top), NDIG) if bbl == x or (self.bbox_left <= slope.bbox_left and not self.collision(slope)): r.append(slope) return r
[docs] def get_bottom_touching_slope(self): """ Return a list of :class:`SlopeTopLeft` and :class:`SlopeTopRight` objects whose top sides are touching the bottom side of this object. """ r = [] bbr = round(self.bbox_right, NDIG) for slope in self.collision(SlopeTopLeft, y=(self.y + 1)): x = round(slope.get_slope_x(self.bbox_bottom), NDIG) if bbr == x or (self.bbox_right >= slope.bbox_right and not self.collision(slope)): r.append(slope) bbl = round(self.bbox_left, NDIG) for slope in self.collision(SlopeTopRight, y=(self.y + 1)): x = round(slope.get_slope_x(self.bbox_bottom), NDIG) if bbl == x or (self.bbox_left <= slope.bbox_left and not self.collision(slope)): r.append(slope) return r
[docs] def event_physics_collision_left(self, other, move_loss): """ Called when the left side of the collider collides with a wall or slope in the sense of the physics system, rather than in the sense of SGE collision detection. Arguments: - ``move_loss`` -- The amount of movement that was prevented by the collision in pixels. For example, if the object would have moved 6 pixels, but only moved 2 pixels as a result of this collision, this value will be ``4``. This can be used to undo such a reduction in movement. See the documentation for :meth:`sge.dsp.Object.event_collision` for more information. """ pass
[docs] def event_physics_collision_right(self, other, move_loss): """ Called when the right side of the collider collides with a wall or slope in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`xsge_physics.Collider.event_physics_collision_left` for more information. """ pass
[docs] def event_physics_collision_top(self, other, move_loss): """ Called when the top side of the collider collides with a wall or slope in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`xsge_physics.Collider.event_physics_collision_left` for more information. """ pass
[docs] def event_physics_collision_bottom(self, other, move_loss): """ Called when the bottom side of the collider collides with a wall or slope in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`xsge_physics.Collider.event_physics_collision_left` for more information. """ pass
def event_update_position(self, delta_mult): if delta_mult: xaccel = self.xacceleration yaccel = self.yacceleration if self.slope_acceleration: for slope in set(self.get_left_touching_slope() + self.get_right_touching_slope() + self.get_top_touching_slope() + self.get_bottom_touching_slope()): xaccel += slope.slope_xacceleration * self.slope_acceleration yaccel += slope.slope_yacceleration * self.slope_acceleration vi = self.xvelocity vf = vi + xaccel * delta_mult dc = abs(self.xdeceleration) * delta_mult if abs(vf) > dc: vf -= math.copysign(dc, vf) else: vf = 0 self.xvelocity = vf self.move_x(((vi + vf) / 2) * delta_mult) vi = self.yvelocity vf = vi + yaccel * delta_mult dc = abs(self.ydeceleration) * delta_mult if abs(vf) > dc: vf -= math.copysign(dc, vf) else: vf = 0 self.yvelocity = vf self.move_y(((vi + vf) / 2) * delta_mult)
[docs]class Wall(sge.dsp.Object): """ Base class for all wall objects that :class:`Collider` objects interact with in some way. It is functionally identical to its parent class, :class:`sge.dsp.Object`. """
[docs]class SolidLeft(Wall): """ Class for walls which stop movement of :class:`Collider` objects from the top. """
[docs] def event_physics_collision_left(self, other, move_loss): """ Called when the left side of the wall collides with a collider in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`sge.dsp.Object.event_collision` for more information. """ pass
[docs]class SolidRight(Wall): """ Class for walls which stop movement of :class:`Collider` objects from the right. """
[docs] def event_physics_collision_right(self, other, move_loss): """ Called when the right side of the wall collides with a collider in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`sge.dsp.Object.event_collision` for more information. """ pass
[docs]class SolidTop(Wall): """ Class for walls which stop movement of :class:`Collider` objects from the top. """
[docs] def event_physics_collision_top(self, other, move_loss): """ Called when the top side of the wall collides with a collider in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`sge.dsp.Object.event_collision` for more information. """ pass
[docs]class SolidBottom(Wall): """ Class for walls which stop movement of :class:`Collider` objects from the bottom. """
[docs] def event_physics_collision_bottom(self, other, move_loss): """ Called when the bottom side of the wall collides with a collider in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`sge.dsp.Object.event_collision` for more information. """ pass
[docs]class Solid(SolidLeft, SolidRight, SolidTop, SolidBottom): """ Inherits :class:`SolidLeft`, :class:`SolidRight`, :class:`SolidTop`, and :class:`SolidBottom`. Meant to be a convenient parent class for walls that should stop movement in all directions. """
[docs]class Slope(Wall): """ Base class for all slopes. .. attribute:: slope_xacceleration Indicates the amount of horizontal acceleration to apply to any collider which is touching the slope. It is multiplied by the affected colliders' :attr:`slope_acceleration` values and added to their use of :attr:`xacceleration` in :meth:`event_update_position`. Default value: ``0`` .. attribute:: slope_yacceleration Indicates the amount of vertical acceleration to apply to any collider which is touching the slope. It is multiplied by the affected colliders' :attr:`slope_acceleration` values and added to their use of :attr:`yacceleration` in :meth:`event_update_position`. Default value: ``0`` """ slope_xacceleration = 0 slope_yacceleration = 0
[docs]class SlopeTopLeft(Slope): """ A parent class for slopes which point in some direction upwards and to the left. Slopes of this type go from the bottom-left corner to the top-right corner of the bounding box. .. attribute:: xsticky_top If set to :const:`True`, a collider that moves to the left while touching the top side of the slope will attempt to keep touching the top side of the slope by moving downward, unless the collider's :attr:`nonstick_bottom` value is :const:`True`. Default value: :const:`False` .. attribute:: ysticky_left If set to :const:`True`, a collider that moves upward while touching the left side of the slope will attempt to keep touching the left side of the slope by moving to the right, unless the collider's :attr:`nonstick_right` value is :const:`True`. Default value: :const:`False` .. attribute:: slope_xacceleration See the documentation for :attr:`Slope.slope_xacceleration`. .. attribute:: slope_yacceleration See the documentation for :attr:`Slope.slope_yacceleration`. """ xsticky_top = False ysticky_left = False
[docs] def get_slope_x(self, y): """ Get the corresponding x coordinate of a given y coordinate for the slope. """ # x = (y - b) / m [b is 0] m = -self.bbox_height / self.bbox_width y -= self.bbox_top x = y / m + self.bbox_right return max(self.bbox_left, min(x, self.bbox_right))
[docs] def get_slope_y(self, x): """ Get the corresponding y coordinate of a given x coordinate for the slope. """ # y = mx + b [b is 0] m = -self.bbox_height / self.bbox_width x -= self.bbox_left y = m * x + self.bbox_bottom return max(self.bbox_top, min(y, self.bbox_bottom))
[docs] def event_physics_collision_left(self, other, move_loss): """ Called when the left side of the slope collides with a collider in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`sge.dsp.Object.event_collision` for more information. """ pass
[docs] def event_physics_collision_top(self, other, move_loss): """ Called when the top side of the slope collides with a collider in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`sge.dsp.Object.event_collision` for more information. """ pass
[docs]class SlopeTopRight(Slope): """ A parent class for slopes which point in some direction upwards and to the right. Slopes of this type go from the top-left corner to the bottom-right corner of the bounding box. .. attribute:: xsticky_top If set to :const:`True`, a collider that moves to the right while touching the top side of the slope will attempt to keep touching the top side of the slope by moving downward, unless the collider's :attr:`nonstick_bottom` value is :const:`True`. Default value: :const:`False` .. attribute:: ysticky_right If set to :const:`True`, a collider that moves upward while touching the right side of the slope will attempt to keep touching the right side of the slope by moving to the left, unless the collider's :attr:`nonstick_left` value is :const:`True`. Default value: :const:`False` .. attribute:: slope_xacceleration See the documentation for :attr:`Slope.slope_xacceleration`. .. attribute:: slope_yacceleration See the documentation for :attr:`Slope.slope_yacceleration`. """ xsticky_top = False ysticky_right = False
[docs] def get_slope_x(self, y): """ Get the corresponding x coordinate of a given y coordinate for the slope. """ # x = (y - b) / m [b is 0] m = self.bbox_height / self.bbox_width y -= self.bbox_top x = y / m + self.bbox_left return max(self.bbox_left, min(x, self.bbox_right))
[docs] def get_slope_y(self, x): """ Get the corresponding y coordinate of a given x coordinate for the slope. """ # y = mx + b [b is 0] m = self.bbox_height / self.bbox_width x -= self.bbox_left y = m * x + self.bbox_top return max(self.bbox_top, min(y, self.bbox_bottom))
[docs] def event_physics_collision_right(self, other, move_loss): """ Called when the right side of the slope collides with a collider in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`sge.dsp.Object.event_collision` for more information. """ pass
[docs] def event_physics_collision_top(self, other, move_loss): """ Called when the top side of the slope collides with a collider in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`sge.dsp.Object.event_collision` for more information. """ pass
[docs]class SlopeBottomLeft(Slope): """ A parent class for slopes which point in some direction upwards and to the left. Slopes of this type go from the top-left corner to the bottom-right corner of the bounding box. .. attribute:: xsticky_bottom If set to :const:`True`, a collider that moves to the left while touching the bottom side of the slope will attempt to keep touching the bottom side of the slope by moving upward, unless the collider's :attr:`nonstick_top` value is :const:`True`. Default value: :const:`False` .. attribute:: ysticky_left If set to :const:`True`, a collider that moves downward while touching the left side of the slope will attempt to keep touching the left side of the slope by moving to the right, unless the collider's :attr:`nonstick_right` value is :const:`True`. Default value: :const:`False` .. attribute:: slope_xacceleration See the documentation for :attr:`Slope.slope_xacceleration`. .. attribute:: slope_yacceleration See the documentation for :attr:`Slope.slope_yacceleration`. """ xsticky_bottom = False ysticky_left = False
[docs] def get_slope_x(self, y): """ Get the corresponding x coordinate of a given y coordinate for the slope. """ # x = (y - b) / m [b is 0] m = self.bbox_height / self.bbox_width y -= self.bbox_top x = y / m + self.bbox_left return max(self.bbox_left, min(x, self.bbox_right))
[docs] def get_slope_y(self, x): """ Get the corresponding y coordinate of a given x coordinate for the slope. """ # y = mx + b [b is 0] m = self.bbox_height / self.bbox_width x -= self.bbox_left y = m * x + self.bbox_top return max(self.bbox_top, min(y, self.bbox_bottom))
[docs] def event_physics_collision_left(self, other, move_loss): """ Called when the left side of the slope collides with a collider in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`sge.dsp.Object.event_collision` for more information. """ pass
[docs] def event_physics_collision_bottom(self, other, move_loss): """ Called when the bottom side of the slope collides with a collider in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`sge.dsp.Object.event_collision` for more information. """ pass
[docs]class SlopeBottomRight(Slope): """ A parent class for slopes which point in some direction upwards and to the right. Slopes of this type go from the bottom-left corner to the top-right corner of the bounding box. .. attribute:: xsticky_bottom If set to :const:`True`, a collider that moves to the right while touching the bottom side of the slope will attempt to keep touching the bottom side of the slope by moving upward, unless the collider's :attr:`nonstick_top` value is :const:`True`. Default value: :const:`False` .. attribute:: ysticky_right If set to :const:`True`, a collider that moves downward while touching the right side of the slope will attempt to keep touching the right side of the slope by moving to the right, unless the collider's :attr:`nonstick_left` value is :const:`True`. Default value: :const:`False` .. attribute:: slope_xacceleration See the documentation for :attr:`Slope.slope_xacceleration`. .. attribute:: slope_yacceleration See the documentation for :attr:`Slope.slope_yacceleration`. """ xsticky_bottom = False ysticky_right = False
[docs] def get_slope_x(self, y): """ Get the corresponding x coordinate of a given y coordinate for the slope. """ # x = (y - b) / m [b is 0] m = -self.bbox_height / self.bbox_width y -= self.bbox_top x = y / m + self.bbox_right return max(self.bbox_left, min(x, self.bbox_right))
[docs] def get_slope_y(self, x): """ Get the corresponding y coordinate of a given x coordinate for the slope. """ # y = mx + b [b is 0] m = -self.bbox_height / self.bbox_width x -= self.bbox_left y = m * x + self.bbox_bottom return max(self.bbox_top, min(y, self.bbox_bottom))
[docs] def event_physics_collision_right(self, other, move_loss): """ Called when the right side of the slope collides with a collider in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`sge.dsp.Object.event_collision` for more information. """ pass
[docs] def event_physics_collision_bottom(self, other, move_loss): """ Called when the bottom side of the slope collides with a collider in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`sge.dsp.Object.event_collision` for more information. """ pass
[docs]class MobileWall(Wall): """ A parent class for walls and slopes that can move. When an object of this class moves, it "pushes" any appropriate colliders, as a real wall might be expected to do. .. note:: For classes derived from this class to be useful, they also need to inherit one or more of the other wall classes. Objects of this class that are not also objects of other classes will naturally not collide. .. note:: This class depends on use of :meth:`MobileWall.move_x` and :meth:`MobileWall.move_y` to handle physics interactions. :meth:`event_update_position` uses these methods, so speed attributes will work properly, but changing :attr:`x` and :attr:`y` manually will not cause any physics to occur. .. attribute:: push_left If set to :const:`True`, the wall will push any colliders collided with as a result of the wall's movement to the left. Otherwise, the wall will pass through such colliders. Default value: :const:`True` .. attribute:: push_right If set to :const:`True`, the wall will push any colliders collided with as a result of the wall's movement to the right. Otherwise, the wall will pass through such colliders. Default value: :const:`True` .. attribute:: push_up If set to :const:`True`, the wall will push any colliders collided with as a result of the wall's movement upwards. Otherwise, the wall will pass through such colliders. Default value: :const:`True` .. attribute:: push_down If set to :const:`True`, the wall will push any colliders collided with as a result of the wall's movement downwards. Otherwise, the wall will pass through such colliders. Default value: :const:`True` .. attribute:: sticky_left If set to :const:`True`, any colliders touching the left side of the wall will move along with it, regardless of the direction of movement, with the exception of colliders whose :attr:`nonstick_right` values are :const:`True`. Default value: :const:`False` .. attribute:: sticky_right If set to :const:`True`, any colliders touching the right side of the wall will move along with it, regardless of the direction of movement, with the exception of colliders whose :attr:`nonstick_left` values are :const:`True`. Default value: :const:`False` .. attribute:: sticky_top If set to :const:`True`, any colliders touching the top side of the wall will move along with it, regardless of the direction of movement, with the exception of colliders whose :attr:`nonstick_bottom` values are :const:`True`. Default value: :const:`False` .. attribute:: sticky_bottom If set to :const:`True`, any colliders touching the bottom side of the wall will move along with it, regardless of the direction of movement, with the exception of colliders whose :attr:`nonstick_top` values are :const:`True`. Default value: :const:`False` """ push_left = True push_right = True push_up = True push_down = True sticky_left = False sticky_right = False sticky_top = False sticky_bottom = False
[docs] def get_stuck_colliders(self): """ Return a list of :class:`Collider` objects which are "stuck" to this wall (i.e. will move along with the wall regardless of direction). """ stuck = [] if self.sticky_left: if isinstance(self, SolidLeft): for other in self.collision(Collider, x=(self.x - 1)): if not other.nonstick_right and not self.collision(other): stuck.append(other) if isinstance(self, SlopeTopLeft): for other in self.collision(Collider, x=(self.x - 1)): x = self.get_slope_x(other.bbox_bottom) if (not other.nonstick_right and other.bbox_right >= x and (not self.collision(other) or other.bbox_right - 1 < x)): stuck.append(other) if isinstance(self, SlopeBottomLeft): for other in self.collision(Collider, x=(self.x - 1)): x = self.get_slope_x(other.bbox_top) if (not other.nonstick_right and other.bbox_right >= x and (not self.collision(other) or other.bbox_right - 1 < x)): stuck.append(other) if self.sticky_right: if isinstance(self, SolidRight): for other in self.collision(Collider, x=(self.x + 1)): if not other.nonstick_left and not self.collision(other): stuck.append(other) if isinstance(self, SlopeTopRight): for other in self.collision(Collider, x=(self.x + 1)): x = self.get_slope_x(other.bbox_bottom) if (not other.nonstick_left and other.bbox_left <= x and (not self.collision(other) or other.bbox_left + 1 > x)): stuck.append(other) if isinstance(self, SlopeBottomRight): for other in self.collision(Collider, x=(self.x + 1)): x = self.get_slope_x(other.bbox_top) if (not other.nonstick_left and other.bbox_left <= x and (not self.collision(other) or other.bbox_left + 1 > x)): stuck.append(other) if self.sticky_top: if isinstance(self, SolidTop): for other in self.collision(Collider, y=(self.y - 1)): if not other.nonstick_bottom and not self.collision(other): stuck.append(other) if isinstance(self, SlopeTopLeft): for other in self.collision(Collider, y=(self.y - 1)): y = self.get_slope_y(other.bbox_right) if (not other.nonstick_bottom and other.bbox_bottom >= y and (not self.collision(other) or other.bbox_bottom - 1 < y)): stuck.append(other) if isinstance(self, SlopeTopRight): for other in self.collision(Collider, y=(self.y - 1)): y = self.get_slope_y(other.bbox_left) if (not other.nonstick_bottom and other.bbox_bottom >= y and (not self.collision(other) or other.bbox_bottom - 1 < y)): stuck.append(other) if self.sticky_bottom: if isinstance(self, SolidBottom): for other in self.collision(Collider, y=(self.y + 1)): if not other.nonstick_top and not self.collision(other): stuck.append(other) if isinstance(self, SlopeBottomLeft): for other in self.collision(Collider, y=(self.y + 1)): y = self.get_slope_y(other.bbox_right) if (not other.nonstick_top and other.bbox_top <= y and (not self.collision(other) or other.bbox_top + 1 > y)): stuck.append(other) if isinstance(self, SlopeBottomRight): for other in self.collision(Collider, y=(self.y + 1)): y = self.get_slope_y(other.bbox_left) if (not other.nonstick_top and other.bbox_top <= y and (not self.collision(other) or other.bbox_top + 1 > y)): stuck.append(other) return stuck
[docs] def move_x(self, move): """ Move the wall horizontally, handling physics. Arguments: - ``move`` -- The amount to add to :attr:`x`. """ stuck = self.get_stuck_colliders() old_x = self.x self.x += move for other in stuck: other.move_x(move, True) if move > 0: if isinstance(self, SolidRight): for other in self.collision(Collider): if not self.collision(other, x=old_x): if self.push_right: other.move_x(self.bbox_right - other.bbox_left, True) self.event_physics_collision_right(other, 0) other.event_physics_collision_left(self, 0) if isinstance(self, SlopeTopRight): for other in self.collision(Collider): x = self.get_slope_x(other.bbox_bottom) if other.bbox_left < x: if other.bbox_left >= x - move: if self.push_right: other.move_x(x - other.bbox_left, True) if self.push_up: y = self.get_slope_y(other.bbox_left) other.move_y(y - other.bbox_bottom, True) self.event_physics_collision_right(other, 0) other.event_physics_collision_left(self, 0) elif not self.collision(other, x=old_x): if self.push_right: other.move_x(self.bbox_right - other.bbox_left, True) self.event_physics_collision_right(other, 0) other.event_physics_collision_left(self, 0) if isinstance(self, SlopeBottomRight): for other in self.collision(Collider): x = self.get_slope_x(other.bbox_top) if other.bbox_left < x: if other.bbox_left >= x - move: if self.push_right: other.move_x(x - other.bbox_left, True) if self.push_down: y = self.get_slope_y(other.bbox_left) other.move_y(y - other.bbox_top, True) self.event_physics_collision_right(other, 0) other.event_physics_collision_left(self, 0) elif not self.collision(other, x=old_x): if self.push_right: other.move_x(self.bbox_right - other.bbox_left, True) self.event_physics_collision_right(other, 0) other.event_physics_collision_left(self, 0) elif move < 0: if isinstance(self, SolidLeft): for other in self.collision(Collider): if not self.collision(other, x=old_x): if self.push_left: other.move_x(self.bbox_left - other.bbox_right, True) self.event_physics_collision_left(other, 0) other.event_physics_collision_right(self, 0) if isinstance(self, SlopeTopLeft): for other in self.collision(Collider): x = self.get_slope_x(other.bbox_bottom) if other.bbox_right > x: if other.bbox_right <= x - move: if self.push_left: other.move_x(x - other.bbox_right, True) if self.push_up: y = self.get_slope_y(other.bbox_right) other.move_y(y - other.bbox_bottom, True) self.event_physics_collision_left(other, 0) other.event_physics_collision_right(self, 0) elif not self.collision(other, x=old_x): if self.push_left: other.move_x(self.bbox_left - other.bbox_right, True) self.event_physics_collision_left(other, 0) other.event_physics_collision_right(self, 0) if isinstance(self, SlopeBottomLeft): for other in self.collision(Collider): x = self.get_slope_x(other.bbox_top) if other.bbox_right > x: if other.bbox_right <= x - move: if self.push_left: other.move_x(x - other.bbox_right, True) if self.push_down: y = self.get_slope_y(other.bbox_right) other.move_y(y - other.bbox_top, True) self.event_physics_collision_left(other, 0) other.event_physics_collision_right(self, 0) elif not self.collision(other, x=old_x): if self.push_left: other.move_x(self.bbox_left - other.bbox_right, True) self.event_physics_collision_left(other, 0) other.event_physics_collision_right(self, 0)
[docs] def move_y(self, move): """ Move the wall vertically, handling physics. Arguments: - ``move`` -- The amount to add to :attr:`y`. """ stuck = self.get_stuck_colliders() old_y = self.y self.y += move for other in stuck: other.move_y(move, True) if move > 0: if isinstance(self, SolidBottom): for other in self.collision(Collider): if not self.collision(other, y=old_y): if self.push_down: other.move_y(self.bbox_bottom - other.bbox_top, True) self.event_physics_collision_bottom(other, 0) other.event_physics_collision_top(self, 0) if isinstance(self, SlopeBottomLeft): for other in self.collision(Collider): y = self.get_slope_y(other.bbox_right) if other.bbox_top < y: if other.bbox_top >= y - move: if self.push_down: other.move_y(y - other.bbox_top, True) if self.push_left: x = self.get_slope_x(other.bbox_top) other.move_x(x - other.bbox_right, True) self.event_physics_collision_bottom(other, 0) other.event_physics_collision_top(self, 0) elif not self.collision(other, y=old_y): if self.push_down: other.move_y(self.bbox_bottom - other.bbox_top, True) self.event_physics_collision_bottom(other, 0) other.event_physics_collision_top(self, 0) if isinstance(self, SlopeBottomRight): for other in self.collision(Collider): y = self.get_slope_y(other.bbox_left) if other.bbox_top < y: if other.bbox_top >= y - move: if self.push_down: other.move_y(y - other.bbox_top, True) if self.push_right: x = self.get_slope_x(other.bbox_top) other.move_x(x - other.bbox_left, True) self.event_physics_collision_bottom(other, 0) other.event_physics_collision_top(self, 0) elif not self.collision(other, y=old_y): if self.push_down: other.move_y(self.bbox_bottom - other.bbox_top, True) self.event_physics_collision_bottom(other, 0) other.event_physics_collision_top(self, 0) elif move < 0: if isinstance(self, SolidTop): for other in self.collision(Collider): if not self.collision(other, y=old_y): if self.push_up: other.move_y(self.bbox_top - other.bbox_bottom, True) self.event_physics_collision_top(other, 0) other.event_physics_collision_bottom(self, 0) if isinstance(self, SlopeTopLeft): for other in self.collision(Collider): y = self.get_slope_y(other.bbox_right) if other.bbox_bottom > y: if other.bbox_bottom <= y - move: if self.push_up: other.move_y(y - other.bbox_bottom, True) if self.push_left: x = self.get_slope_x(other.bbox_bottom) other.move_x(x - other.bbox_right, True) self.event_physics_collision_top(other, 0) other.event_physics_collision_bottom(self, 0) elif not self.collision(other, y=old_y): other.move_y(self.bbox_top - other.bbox_bottom, True) self.event_physics_collision_top(other, 0) other.event_physics_collision_bottom(self, 0) if isinstance(self, SlopeTopRight): for other in self.collision(Collider): y = self.get_slope_y(other.bbox_left) if other.bbox_bottom > y: if other.bbox_bottom <= y - move: if self.push_up: other.move_y(y - other.bbox_bottom, True) if self.push_right: x = self.get_slope_x(other.bbox_bottom) other.move_x(x - other.bbox_left, True) self.event_physics_collision_top(other, 0) other.event_physics_collision_bottom(self, 0) elif not self.collision(other, y=old_y): if self.push_up: other.move_y(self.bbox_top - other.bbox_bottom, True) self.event_physics_collision_top(other, 0) other.event_physics_collision_bottom(self, 0)
[docs]class MobileColliderWall(MobileWall, Collider): """ A parent class for mobile walls that are also colliders. See the documentation for :class:`xsge_physics.Collider` and :class:`xsge_physics.MobileWall` for more information. .. note:: Due to the way movement is implemented in this class, it is not safe to move this object during its collision events. Doing so may cause colliders that should be stuck to this object to become un-stuck, or cause this object to pass through colliders it should be pushing. """ def move_x(self, move, absolute=False, do_events=True, exclude_events=()): """ Move the wall horizontally, handling physics. Arguments: - ``move`` -- The amount to add to :attr:`y`. """ xprev = self.x Collider.move_x(self, move, absolute, do_events, exclude_events) real_move = self.x - xprev self.x = xprev MobileWall.move_x(self, real_move) def move_y(self, move, absolute=False, do_events=True, exclude_events=()): """ Move the wall vertically, handling physics. Arguments: - ``move`` -- The amount to add to :attr:`y`. """ yprev = self.y Collider.move_y(self, move, absolute, do_events, exclude_events) real_move = self.y - yprev self.y = yprev MobileWall.move_y(self, real_move) def event_physics_collision_left(self, other, move_loss): """ Called when the left side of the wall collides with a collider, wall, or slope in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`xsge_physics.Collider.event_physics_collision_left` for more information. .. note:: Due to the way movement is implemented in this class, it is not safe to move this object during this event. Doing so may cause colliders that should be stuck to this object to become un-stuck, or cause this object to pass through colliders it should be pushing. """ pass def event_physics_collision_right(self, other, move_loss): """ Called when the right side of the wall collides with a collider, wall, or slope in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`xsge_physics.Collider.event_physics_collision_left` for more information. .. note:: Due to the way movement is implemented in this class, it is not safe to move this object during this event. Doing so may cause colliders that should be stuck to this object to become un-stuck, or cause this object to pass through colliders it should be pushing. """ pass def event_physics_collision_top(self, other, move_loss): """ Called when the top side of the wall collides with a collider, wall, or slope in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`xsge_physics.Collider.event_physics_collision_left` for more information. .. note:: Due to the way movement is implemented in this class, it is not safe to move this object during this event. Doing so may cause colliders that should be stuck to this object to become un-stuck, or cause this object to pass through colliders it should be pushing. """ pass def event_physics_collision_bottom(self, other, move_loss): """ Called when the bottom side of the wall collides with a collider, wall, or slope in the sense of the physics system, rather than in the sense of SGE collision detection. See the documentation for :meth:`xsge_physics.Collider.event_physics_collision_left` for more information. .. note:: Due to the way movement is implemented in this class, it is not safe to move this object during this event. Doing so may cause colliders that should be stuck to this object to become un-stuck, or cause this object to pass through colliders it should be pushing. """ pass