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top_down.py
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top_down.py
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import math
import random as r
import time as t
import pygame as pg
class Bool2:
def __init__(self, x=False, y=False):
self.x = x
self.y = y
class Color:
black = ( 25, 25, 25)
white = (200,200,200)
red = (200, 25, 25)
green = ( 25,200, 25)
blue = ( 25,100,200)
class Box:
def __init__(self, x, y, w, h):
self.x = x
self.y = y
self.w = w
self.h = h
def copy(self):
return Box(self.x, self.y, self.w, self.h)
@property
def rect(self):
return pg.Rect(self.x, self.y, self.w, self.h)
@property
def size(self):
return (self.w, self.h)
class Entity:
def __init__(self, box, color):
self.collider = box
self.speed = pg.Vector2()
self.color = color
self.collision = Bool2()
def update(self):
self.collider.x += self.speed.x
self.collider.y += self.speed.y
def draw_box(box: Box, color: Color):
surface = pg.display.get_surface()
pg.draw.rect(surface, color, box.rect, width=1)
def check_collition(A: Box, B: Box):
# A Edges
A_IZQ = A.x
A_DER = A.x + A.w
A_ARR = A.y
A_ABJ = A.y + A.h
# B Edges
B_IZQ = B.x
B_DER = B.x + B.w
B_ARR = B.y
B_ABJ = B.y + B.h
# Restrictions
return (
(A_ABJ >= B_ARR) and (A_ARR <= B_ABJ) and
(A_DER >= B_IZQ) and (A_IZQ <= B_DER)
)
n = 100
fps = 60
step = 3
game_exit = False
screen = Box(0,0,640,480)
p1 = Entity(Box(0,0,50,50), Color.red)
p1.collider.x = screen.w/2 - p1.collider.w/2
p1.collider.y = screen.h/2 - p1.collider.h/2
wall1 = Entity(Box(40,40,100,100), Color.green)
wall2 = Entity(Box(0,0,10,screen.h*2), Color.green)
wall3 = Entity(wall2.collider.copy(), Color.green)
wall3.collider.x = screen.w*2 - wall3.collider.w
wall4 = Entity(Box(0,0,screen.w*2,10), Color.green)
wall5 = Entity(wall4.collider.copy(), Color.green)
wall5.collider.y = screen.h*2 - wall5.collider.h
wall6 = Entity(Box(400,400,200,200), Color.green)
wall7 = Entity(Box(1000,600,200,200), Color.green)
wall8 = Entity(Box(1050,50,200,200), Color.green)
wall9 = Entity(Box(50,800,200,100), Color.green)
dynamic_list = [p1]
static_list = [wall1, wall2, wall3, wall4, wall5, wall6, wall7, wall8, wall9]
render_list = [p1, wall1, wall2, wall3, wall4, wall5, wall6, wall7, wall8, wall9]
for i in range(n):
dummy = Entity(Box(20,330,50,50), Color.blue)
dummy.speed.x = (1+r.random())*2*(-1)**(round(r.random())+1)
dummy.speed.y = (1+r.random())*2*(-1)**(round(r.random())+1)
dynamic_list.append(dummy)
render_list.append(dummy)
pg.init()
pg.display.set_mode(screen.size)
while not game_exit:
ref_time = t.time()
for event in pg.event.get():
if event.type == pg.QUIT:
game_exit = True
# Input
keys = pg.key.get_pressed()
if keys[pg.K_UP]:
p1.speed.y = -10
elif keys[pg.K_DOWN]:
p1.speed.y = 10
else:
p1.speed.y = 0
if keys[pg.K_LEFT]:
p1.speed.x = -10
elif keys[pg.K_RIGHT]:
p1.speed.x = 10
else:
p1.speed.x = 0
# Colition
ref_colision_time = t.time()
for box in dynamic_list:
box.collision.x = False
box.collision.y = False
for wall in static_list:
test_box = box.collider.copy()
test_box.x += box.speed.x
test_box.y += box.speed.y
if not check_collition(test_box, wall.collider):
# If the box is not going to collide with anything
# there is no need to keep checking for dynamic vs static
continue
for i in range(1, step+1):
f_box = box.collider.copy()
f_box.x += i*box.speed.x/step
f_box.y += i*box.speed.y/step
colition_xy = check_collition(f_box, wall.collider)
f_box = box.collider.copy()
f_box.x += i*box.speed.x/step
f_box.y += (i-1)*box.speed.y/step
colition_x = check_collition(f_box, wall.collider)
f_box = box.collider.copy()
f_box.x += (i-1)*box.speed.x/step
f_box.y += i*box.speed.y/step
colition_y = check_collition(f_box, wall.collider)
if colition_x and not colition_y:
box.collision.x = True
box.speed.x = (i-1)*box.speed.x/step
break
if colition_y and not colition_x:
box.collision.y = True
box.speed.y = (i-1)*box.speed.y/step
break
if colition_xy:
box.collision.x = True
box.collision.y = True
box.speed.x = (i-1)*box.speed.x/step
box.speed.y = (i-1)*box.speed.y/step
break
total_time_collision = t.time() - ref_time
for box in dynamic_list:
box.update()
screen.x = p1.collider.x + p1.collider.w/2 - screen.w/2
screen.y = p1.collider.y + p1.collider.h/2 - screen.h/2
# Render
ref_render_time = t.time()
surface = pg.display.get_surface()
surface.fill(Color.black)
for box in render_list:
render_box = box.collider.copy()
render_box.x -= screen.x
render_box.y -= screen.y
draw_box(render_box, box.color)
pg.display.flip()
total_time_render = t.time() - ref_render_time
# FPS Control
timestamp = t.time() - ref_time
if timestamp < 1/(fps + 0.5):
t.sleep(1/(fps+0.5) - timestamp)
print(
'FPS:', round(1/(t.time() - ref_time)),
'collision:', round(total_time_collision*100, 2), 'ms',
'render:', round(total_time_render*100, 2), 'ms'
)
pg.quit()