mirror of
https://github.com/csd4ni3l/chaos-protocol.git
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248 lines
8.5 KiB
Python
248 lines
8.5 KiB
Python
import pyglet, arcade.color, math, json
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# I am so sorry but this file has AI code cause i didn't have enough time to implement collision :C
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with open("settings.json", "r") as file:
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settings = json.load(file)
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class BaseShape():
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def __init__(self):
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self.shape_type = ""
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self.x_velocity = settings.get("default_x_velocity", 0)
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self.y_velocity = settings.get("default_y_velocity", 0)
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self._shape_color = "WHITE"
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def update(self, x_gravity, y_gravity):
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self.x += self.x_velocity
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self.y += self.y_velocity
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self.x -= x_gravity
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self.y -= y_gravity
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@property
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def shape_color(self):
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return self._shape_color
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@shape_color.setter
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def shape_color(self, color):
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self._shape_color = color
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self.color = getattr(arcade.color, color)
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def check_collision(self, other):
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if isinstance(other, Circle):
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return self._collides_with_circle(other)
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elif isinstance(other, Rectangle):
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return self._collides_with_rectangle(other)
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elif isinstance(other, Triangle):
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return self._collides_with_triangle(other)
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return False
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class Circle(pyglet.shapes.Circle, BaseShape):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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BaseShape.__init__(self)
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self.shape_type = "circle"
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@property
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def shape_size(self):
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return self.radius
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def _collides_with_circle(self, other):
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dx = self.x - other.x
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dy = self.y - other.y
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distance = math.sqrt(dx * dx + dy * dy)
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return distance < (self.radius + other.radius)
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def _collides_with_rectangle(self, rect):
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closest_x = max(rect.x, min(self.x, rect.x + rect.width))
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closest_y = max(rect.y, min(self.y, rect.y + rect.height))
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dx = self.x - closest_x
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dy = self.y - closest_y
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distance = math.sqrt(dx * dx + dy * dy)
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return distance < self.radius
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def _collides_with_triangle(self, tri):
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if self._point_in_triangle(self.x, self.y, tri):
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return True
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edges = [
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(tri.x, tri.y, tri.x2, tri.y2),
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(tri.x2, tri.y2, tri.x3, tri.y3),
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(tri.x3, tri.y3, tri.x, tri.y)
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]
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for x1, y1, x2, y2 in edges:
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if self._distance_to_segment(x1, y1, x2, y2) < self.radius:
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return True
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return False
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def _distance_to_segment(self, x1, y1, x2, y2):
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dx = x2 - x1
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dy = y2 - y1
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if dx == 0 and dy == 0:
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return math.sqrt((self.x - x1)**2 + (self.y - y1)**2)
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t = max(0, min(1, ((self.x - x1) * dx + (self.y - y1) * dy) / (dx * dx + dy * dy)))
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closest_x = x1 + t * dx
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closest_y = y1 + t * dy
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return math.sqrt((self.x - closest_x)**2 + (self.y - closest_y)**2)
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def _point_in_triangle(self, px, py, tri):
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def sign(x1, y1, x2, y2, x3, y3):
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return (x1 - x3) * (y2 - y3) - (x2 - x3) * (y1 - y3)
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d1 = sign(px, py, tri.x, tri.y, tri.x2, tri.y2)
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d2 = sign(px, py, tri.x2, tri.y2, tri.x3, tri.y3)
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d3 = sign(px, py, tri.x3, tri.y3, tri.x, tri.y)
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has_neg = (d1 < 0) or (d2 < 0) or (d3 < 0)
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has_pos = (d1 > 0) or (d2 > 0) or (d3 > 0)
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return not (has_neg and has_pos)
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class Rectangle(pyglet.shapes.Rectangle, BaseShape):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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BaseShape.__init__(self)
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self.shape_type = "rectangle"
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@property
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def shape_size(self):
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return self.width
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def _collides_with_circle(self, circle):
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return circle._collides_with_rectangle(self)
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def _collides_with_rectangle(self, other):
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return (self.x < other.x + other.width and
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self.x + self.width > other.x and
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self.y < other.y + other.height and
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self.y + self.height > other.y)
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def _collides_with_triangle(self, tri):
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vertices = [(tri.x, tri.y), (tri.x2, tri.y2), (tri.x3, tri.y3)]
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for vx, vy in vertices:
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if (self.x <= vx <= self.x + self.width and
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self.y <= vy <= self.y + self.height):
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return True
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rect_vertices = [
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(self.x, self.y),
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(self.x + self.width, self.y),
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(self.x + self.width, self.y + self.height),
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(self.x, self.y + self.height)
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]
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for rx, ry in rect_vertices:
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if self._point_in_triangle(rx, ry, tri):
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return True
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tri_edges = [
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(tri.x, tri.y, tri.x2, tri.y2),
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(tri.x2, tri.y2, tri.x3, tri.y3),
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(tri.x3, tri.y3, tri.x, tri.y)
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]
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rect_edges = [
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(self.x, self.y, self.x + self.width, self.y),
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(self.x + self.width, self.y, self.x + self.width, self.y + self.height),
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(self.x + self.width, self.y + self.height, self.x, self.y + self.height),
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(self.x, self.y + self.height, self.x, self.y)
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]
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for t_edge in tri_edges:
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for r_edge in rect_edges:
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if self._segments_intersect(*t_edge, *r_edge):
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return True
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return False
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def _point_in_triangle(self, px, py, tri):
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def sign(x1, y1, x2, y2, x3, y3):
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return (x1 - x3) * (y2 - y3) - (x2 - x3) * (y1 - y3)
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d1 = sign(px, py, tri.x, tri.y, tri.x2, tri.y2)
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d2 = sign(px, py, tri.x2, tri.y2, tri.x3, tri.y3)
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d3 = sign(px, py, tri.x3, tri.y3, tri.x, tri.y)
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has_neg = (d1 < 0) or (d2 < 0) or (d3 < 0)
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has_pos = (d1 > 0) or (d2 > 0) or (d3 > 0)
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return not (has_neg and has_pos)
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def _segments_intersect(self, x1, y1, x2, y2, x3, y3, x4, y4):
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def ccw(ax, ay, bx, by, cx, cy):
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return (cy - ay) * (bx - ax) > (by - ay) * (cx - ax)
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return (ccw(x1, y1, x3, y3, x4, y4) != ccw(x2, y2, x3, y3, x4, y4) and
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ccw(x1, y1, x2, y2, x3, y3) != ccw(x1, y1, x2, y2, x4, y4))
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class Triangle(pyglet.shapes.Triangle, BaseShape):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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BaseShape.__init__(self)
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self.shape_type = "triangle"
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@property
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def shape_size(self):
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return max(self.x, self.x2, self.x3) - min(self.x, self.x2, self.x3)
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def _collides_with_circle(self, circle):
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return circle._collides_with_triangle(self)
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def _collides_with_rectangle(self, rect):
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return rect._collides_with_triangle(self)
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def _collides_with_triangle(self, other):
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vertices_self = [(self.x, self.y), (self.x2, self.y2), (self.x3, self.y3)]
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vertices_other = [(other.x, other.y), (other.x2, other.y2), (other.x3, other.y3)]
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for vx, vy in vertices_self:
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if self._point_in_triangle(vx, vy, other):
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return True
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for vx, vy in vertices_other:
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if self._point_in_triangle(vx, vy, self):
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return True
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edges_self = [
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(self.x, self.y, self.x2, self.y2),
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(self.x2, self.y2, self.x3, self.y3),
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(self.x3, self.y3, self.x, self.y)
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]
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edges_other = [
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(other.x, other.y, other.x2, other.y2),
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(other.x2, other.y2, other.x3, other.y3),
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(other.x3, other.y3, other.x, other.y)
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]
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for e1 in edges_self:
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for e2 in edges_other:
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if self._segments_intersect(*e1, *e2):
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return True
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return False
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def _point_in_triangle(self, px, py, tri):
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def sign(x1, y1, x2, y2, x3, y3):
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return (x1 - x3) * (y2 - y3) - (x2 - x3) * (y1 - y3)
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d1 = sign(px, py, tri.x, tri.y, tri.x2, tri.y2)
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d2 = sign(px, py, tri.x2, tri.y2, tri.x3, tri.y3)
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d3 = sign(px, py, tri.x3, tri.y3, tri.x, tri.y)
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has_neg = (d1 < 0) or (d2 < 0) or (d3 < 0)
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has_pos = (d1 > 0) or (d2 > 0) or (d3 > 0)
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return not (has_neg and has_pos)
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def _segments_intersect(self, x1, y1, x2, y2, x3, y3, x4, y4):
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def ccw(ax, ay, bx, by, cx, cy):
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return (cy - ay) * (bx - ax) > (by - ay) * (cx - ax)
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return (ccw(x1, y1, x3, y3, x4, y4) != ccw(x2, y2, x3, y3, x4, y4) and
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ccw(x1, y1, x2, y2, x3, y3) != ccw(x1, y1, x2, y2, x4, y4)) |