Files
chaos-protocol/game/sprites.py

259 lines
8.8 KiB
Python

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))