import pyglet, arcade.color, math, json # I am so sorry but this file has AI code cause i didn't have enough time to implement collision :C with open("settings.json", "r") as file: settings = json.load(file) class BaseShape(): def __init__(self): self.shape_type = "" self.x_velocity = settings.get("default_x_velocity", 0) self.y_velocity = settings.get("default_y_velocity", 0) self._shape_color = "WHITE" def update(self, x_gravity, y_gravity): self.x += self.x_velocity self.y += self.y_velocity self.x -= x_gravity self.y -= y_gravity @property def shape_color(self): return self._shape_color @shape_color.setter def shape_color(self, color): self._shape_color = color self.color = getattr(arcade.color, color) def check_collision(self, other): if isinstance(other, Circle): return self._collides_with_circle(other) elif isinstance(other, Rectangle): return self._collides_with_rectangle(other) elif isinstance(other, Triangle): return self._collides_with_triangle(other) return False class Circle(pyglet.shapes.Circle, BaseShape): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) BaseShape.__init__(self) self.shape_type = "circle" @property def shape_size(self): return self.radius def _collides_with_circle(self, other): dx = self.x - other.x dy = self.y - other.y distance = math.sqrt(dx * dx + dy * dy) return distance < (self.radius + other.radius) def _collides_with_rectangle(self, rect): closest_x = max(rect.x, min(self.x, rect.x + rect.width)) closest_y = max(rect.y, min(self.y, rect.y + rect.height)) dx = self.x - closest_x dy = self.y - closest_y distance = math.sqrt(dx * dx + dy * dy) return distance < self.radius def _collides_with_triangle(self, tri): if self._point_in_triangle(self.x, self.y, tri): return True edges = [ (tri.x, tri.y, tri.x2, tri.y2), (tri.x2, tri.y2, tri.x3, tri.y3), (tri.x3, tri.y3, tri.x, tri.y) ] for x1, y1, x2, y2 in edges: if self._distance_to_segment(x1, y1, x2, y2) < self.radius: return True return False def _distance_to_segment(self, x1, y1, x2, y2): dx = x2 - x1 dy = y2 - y1 if dx == 0 and dy == 0: return math.sqrt((self.x - x1)**2 + (self.y - y1)**2) t = max(0, min(1, ((self.x - x1) * dx + (self.y - y1) * dy) / (dx * dx + dy * dy))) closest_x = x1 + t * dx closest_y = y1 + t * dy return math.sqrt((self.x - closest_x)**2 + (self.y - closest_y)**2) def _point_in_triangle(self, px, py, tri): def sign(x1, y1, x2, y2, x3, y3): return (x1 - x3) * (y2 - y3) - (x2 - x3) * (y1 - y3) d1 = sign(px, py, tri.x, tri.y, tri.x2, tri.y2) d2 = sign(px, py, tri.x2, tri.y2, tri.x3, tri.y3) d3 = sign(px, py, tri.x3, tri.y3, tri.x, tri.y) has_neg = (d1 < 0) or (d2 < 0) or (d3 < 0) has_pos = (d1 > 0) or (d2 > 0) or (d3 > 0) return not (has_neg and has_pos) class BaseRectangle(BaseShape): def __init__(self): super().__init__() @property def shape_size(self): return self.width def _collides_with_circle(self, circle): return circle._collides_with_rectangle(self) def _collides_with_rectangle(self, other): return (self.x < other.x + other.width and self.x + self.width > other.x and self.y < other.y + other.height and self.y + self.height > other.y) def _collides_with_triangle(self, tri): vertices = [(tri.x, tri.y), (tri.x2, tri.y2), (tri.x3, tri.y3)] for vx, vy in vertices: if (self.x <= vx <= self.x + self.width and self.y <= vy <= self.y + self.height): return True rect_vertices = [ (self.x, self.y), (self.x + self.width, self.y), (self.x + self.width, self.y + self.height), (self.x, self.y + self.height) ] for rx, ry in rect_vertices: if self._point_in_triangle(rx, ry, tri): return True tri_edges = [ (tri.x, tri.y, tri.x2, tri.y2), (tri.x2, tri.y2, tri.x3, tri.y3), (tri.x3, tri.y3, tri.x, tri.y) ] rect_edges = [ (self.x, self.y, self.x + self.width, self.y), (self.x + self.width, self.y, self.x + self.width, self.y + self.height), (self.x + self.width, self.y + self.height, self.x, self.y + self.height), (self.x, self.y + self.height, self.x, self.y) ] for t_edge in tri_edges: for r_edge in rect_edges: if self._segments_intersect(*t_edge, *r_edge): return True return False def _point_in_triangle(self, px, py, tri): def sign(x1, y1, x2, y2, x3, y3): return (x1 - x3) * (y2 - y3) - (x2 - x3) * (y1 - y3) d1 = sign(px, py, tri.x, tri.y, tri.x2, tri.y2) d2 = sign(px, py, tri.x2, tri.y2, tri.x3, tri.y3) d3 = sign(px, py, tri.x3, tri.y3, tri.x, tri.y) has_neg = (d1 < 0) or (d2 < 0) or (d3 < 0) has_pos = (d1 > 0) or (d2 > 0) or (d3 > 0) return not (has_neg and has_pos) def _segments_intersect(self, x1, y1, x2, y2, x3, y3, x4, y4): def ccw(ax, ay, bx, by, cx, cy): return (cy - ay) * (bx - ax) > (by - ay) * (cx - ax) return (ccw(x1, y1, x3, y3, x4, y4) != ccw(x2, y2, x3, y3, x4, y4) and ccw(x1, y1, x2, y2, x3, y3) != ccw(x1, y1, x2, y2, x4, y4)) class Rectangle(pyglet.shapes.Rectangle, BaseRectangle): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) BaseRectangle.__init__(self) self.shape_type = "rectangle" class TexturedRectangle(pyglet.sprite.Sprite, BaseRectangle): def __init__(self, shape_type, *args, **kwargs): super().__init__(*args, **kwargs) BaseRectangle.__init__(self) self.shape_type = shape_type class Triangle(pyglet.shapes.Triangle, BaseShape): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) BaseShape.__init__(self) self.shape_type = "triangle" @property def shape_size(self): return max(self.x, self.x2, self.x3) - min(self.x, self.x2, self.x3) def _collides_with_circle(self, circle): return circle._collides_with_triangle(self) def _collides_with_rectangle(self, rect): return rect._collides_with_triangle(self) def _collides_with_triangle(self, other): vertices_self = [(self.x, self.y), (self.x2, self.y2), (self.x3, self.y3)] vertices_other = [(other.x, other.y), (other.x2, other.y2), (other.x3, other.y3)] for vx, vy in vertices_self: if self._point_in_triangle(vx, vy, other): return True for vx, vy in vertices_other: if self._point_in_triangle(vx, vy, self): return True edges_self = [ (self.x, self.y, self.x2, self.y2), (self.x2, self.y2, self.x3, self.y3), (self.x3, self.y3, self.x, self.y) ] edges_other = [ (other.x, other.y, other.x2, other.y2), (other.x2, other.y2, other.x3, other.y3), (other.x3, other.y3, other.x, other.y) ] for e1 in edges_self: for e2 in edges_other: if self._segments_intersect(*e1, *e2): return True return False def _point_in_triangle(self, px, py, tri): def sign(x1, y1, x2, y2, x3, y3): return (x1 - x3) * (y2 - y3) - (x2 - x3) * (y1 - y3) d1 = sign(px, py, tri.x, tri.y, tri.x2, tri.y2) d2 = sign(px, py, tri.x2, tri.y2, tri.x3, tri.y3) d3 = sign(px, py, tri.x3, tri.y3, tri.x, tri.y) has_neg = (d1 < 0) or (d2 < 0) or (d3 < 0) has_pos = (d1 > 0) or (d2 > 0) or (d3 > 0) return not (has_neg and has_pos) def _segments_intersect(self, x1, y1, x2, y2, x3, y3, x4, y4): def ccw(ax, ay, bx, by, cx, cy): return (cy - ay) * (bx - ax) > (by - ay) * (cx - ax) return (ccw(x1, y1, x3, y3, x4, y4) != ccw(x2, y2, x3, y3, x4, y4) and ccw(x1, y1, x2, y2, x3, y3) != ccw(x1, y1, x2, y2, x4, y4))