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object.py
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object.py
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import numpy as np
import pygame
class object(pygame.sprite.Sprite):
def __init__(
self,
init_position, # left is pos, right is neg, up is neg, down is pos
init_velocity, # left is pos, right is neg, up is neg, down is pos
weight,
gravity, # Scalar
length,
screen_width,
screen_height,
air_resistance,
dt_speed_up_factor,
collision_loss,
):
self.position = np.asarray(init_position) # m
self.velocity = np.asanyarray(init_velocity) # m/s^2
self.weight = weight # kg
self.gravity = gravity # in m/s^2 Scalar value
self.acceleration = np.zeros(2)
self.force = np.zeros(2)
self.go_down = False
self.go_up = False
self.go_left = False
self.go_right = False
self.dt = None
self.collision_x = False
self.collision_y = False
self.length = length
self.screen_width = screen_width
self.screen_height = screen_height
self.air_resistance = air_resistance
self.dt_speed_up_factor = (dt_speed_up_factor,)
self.collision_loss = collision_loss
# Sprite Related
super().__init__()
# self.image = pygame.Surface((self.length, self.length))
self.image = pygame.image.load("neo.png").convert_alpha()
# self.image.fill((0, 0, 255)) # Blue square
self.rect = self.image.get_rect()
self.rect.center = (self.position[0], self.position[1])
def update(self, dt):
keys = pygame.key.get_pressed()
self.go_up = keys[pygame.K_w]
self.go_down = keys[pygame.K_s]
self.go_left = keys[pygame.K_a]
self.go_right = keys[pygame.K_d]
self.dt = dt * 10
self.handle_collision()
self.update_acceleration()
self.update_velocity()
self.update_position()
self.rect.center = (self.position[0], self.position[1])
# self.print_all_info()
# Things dt can effect:
def update_position(self):
self.position += self.velocity * self.dt
def update_velocity(self):
# When object comes to standstill, make sure it doesn't wiggle.
for i in range(2):
if (
self.velocity[i] < 0.1
and self.velocity[i] > -0.1
and self.velocity[i] != 0
):
self.velocity[i] = 0
self.velocity += self.acceleration * self.dt
def update_acceleration(self):
if self.collision_x:
self.acceleration[0] *= -self.collision_loss
self.velocity[0] *= -self.collision_loss
if self.collision_y:
self.acceleration[1] *= -self.collision_loss
self.velocity[1] *= -self.collision_loss
if self.go_up:
self.acceleration[1] = -50
elif self.go_down:
self.acceleration[1] = 50 + self.gravity
else:
self.acceleration[1] = self.gravity
if self.go_left and not self.go_right:
self.acceleration[0] = -30
elif not self.go_left and self.go_right:
self.acceleration[0] = 30
elif self.velocity[0] < 0:
self.acceleration[0] = self.air_resistance
elif self.velocity[0] > 0:
self.acceleration[0] = -1 * self.air_resistance
else:
self.acceleration[0] = 0
def handle_collision(self):
if self.position[0] - self.length < 0:
self.collision_x = True
self.position[0] = self.length
if self.velocity[0] < 0.01:
self.velocity[0] = 0
elif (self.position[0] + self.length) > self.screen_width:
self.collision_x = True
self.position[0] = self.screen_width - self.length
if self.velocity[0] < 0.01:
self.velocity[0] = 0
else:
self.collision_x = False
if self.position[1] - self.length < 0:
self.collision_y = True
self.position[1] = self.length
if self.velocity[1] < 30:
self.velocity[1] = 0
elif self.position[1] + self.length > self.screen_height:
self.collision_y = True
self.position[1] = self.screen_height - self.length
else:
self.collision_y = False
def print_all_info(self):
print("Force: {}".format(self.force))
print("Position: {}".format(self.position))
print("Velocity: {}".format(self.velocity))
print("Acceleration: {}".format(self.acceleration))
print("Dt: {}".format(self.dt))
print("Collision-X: {}".format(self.collision_x))
print("Collision-y: {}".format(self.collision_y))