import pygame class PhysicsEntity: def __init__(self, game, e_type, pos:tuple, size): self.game = game self.e_type = e_type self.pos = list(pos) self.size = size self.velocity = [0,0] self.collisions = {"top":False, "bottom":False, "left":False, "right":False} self.speed = 3 def update(self, tilemap, movement:tuple=(0,0)): self.collisions = {"top":False, "bottom":False, "left":False, "right":False} frame_movement = ((movement[0] + self.velocity[0])*self.speed, movement[1] + self.velocity[1]) self.pos[0] += frame_movement[0] entity_rect = self.rect() for recto in tilemap.physics_rects_around(self.pos): if entity_rect.colliderect(recto): if frame_movement[0] > 0: entity_rect.right = recto.left self.collisions["right"] = True self.game.isJumping = False if frame_movement[0] < 0: entity_rect.left = recto.right self.collisions["left"] = True self.game.isJumping = False self.pos[0] = entity_rect.x self.pos[1] += frame_movement[1] entity_rect = self.rect() for rectolino in tilemap.physics_rects_around(self.pos): if entity_rect.colliderect(rectolino): if frame_movement[1] > 0: entity_rect.bottom = rectolino.top self.collisions["bottom"] = True self.game.isJumping = False if frame_movement[1] < 0: entity_rect.top = rectolino.bottom self.collisions["top"] = True self.pos[1] = entity_rect.y if self.collisions['bottom'] or self.collisions['top']: self.velocity[1] = 0 self.velocity[1] = min(5, self.velocity[1] + 0.1) def render(self, surface:pygame.Surface, offset:tuple=(0,0)): surface.blit(self.game.assets["player"], (self.pos[0]-offset[0], self.pos[1]-offset[1])) def rect(self): return pygame.Rect(self.pos[0], self.pos[1], self.size[0], self.size[1])