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collition_test.py
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collition_test.py
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from pygame.time import Clock
from pygame.math import Vector2
from pygame import init, event, QUIT
from pygame.display import flip, set_mode, get_surface
from lib import color, collision
from lib.box import Box, draw_box
from lib.controller import Controller
def main():
speed = 5
target_fps = 60
steps = 10
game_exit = False
controls = Controller()
screen = Box(0.0, 0.0, 640.0, 480.0)
player = Box(0.0, 0.0, 50.0, 50.0)
walls = [
Box(100.0, 100.0, 50.0, 50.0),
Box(232.0, 219.0, 53.0, 56.0)
]
player_speed = Vector2()
init()
set_mode(screen.size)
clock = Clock()
while not game_exit:
for e in event.get():
if e.type == QUIT:
game_exit = True
break
controls.update()
movement = controls.movement
player_speed.x = speed * movement.x
player_speed.y = speed * movement.y
# Check if there will be a collision in the future
# There will be tunneling of the player moves faster than its size
for wall in walls:
future_player = player.copy()
future_player.x += player_speed.x
future_player.y += player_speed.y
if collision.check(future_player, wall):
for i in range(steps):
prev_player = player.copy()
prev_player.x += i * player_speed.x / steps
prev_player.y += i * player_speed.y / steps
next_player = player.copy()
next_player.x += (i + 1) * player_speed.x / steps
next_player.y += (i + 1) * player_speed.y / steps
current_x = collision.check_x(prev_player, wall)
current_y = collision.check_y(prev_player, wall)
future_x = collision.check_x(next_player, wall)
future_y = collision.check_y(next_player, wall)
if future_x and not current_x:
player_speed.x = i * player_speed.x / steps
break
if future_y and not current_y:
player_speed.y = i * player_speed.y / steps
break
# Update player position after collision
player.x += player_speed.x
player.y += player_speed.y
surface = get_surface()
surface.fill(color.black)
for wall in walls:
draw_box(wall, color.green)
draw_box(player, color.white)
flip()
clock.tick(target_fps)
main()