61 lines
No EOL
2.2 KiB
Python
61 lines
No EOL
2.2 KiB
Python
import pygame
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class PhysicsEntity:
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def __init__(self, game, e_type, pos:tuple, size):
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self.game = game
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self.e_type = e_type
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self.pos = list(pos)
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self.size = size
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self.velocity = [0,0]
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self.collisions = {"top":False, "bottom":False, "left":False, "right":False}
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self.speed = 3
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def update(self, tilemap, movement:tuple=(0,0)):
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self.collisions = {"top":False, "bottom":False, "left":False, "right":False}
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frame_movement = ((movement[0] + self.velocity[0])*self.speed, movement[1] + self.velocity[1])
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self.pos[0] += frame_movement[0]
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entity_rect = self.rect()
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for recto in tilemap.physics_rects_around(self.pos):
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if entity_rect.colliderect(recto):
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if frame_movement[0] > 0:
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entity_rect.right = recto.left
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self.collisions["right"] = True
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self.game.isJumping = False
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if frame_movement[0] < 0:
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entity_rect.left = recto.right
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self.collisions["left"] = True
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self.game.isJumping = False
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self.pos[0] = entity_rect.x
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self.pos[1] += frame_movement[1]
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entity_rect = self.rect()
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for rectolino in tilemap.physics_rects_around(self.pos):
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if entity_rect.colliderect(rectolino):
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if frame_movement[1] > 0:
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entity_rect.bottom = rectolino.top
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self.collisions["bottom"] = True
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self.game.isJumping = False
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if frame_movement[1] < 0:
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entity_rect.top = rectolino.bottom
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self.collisions["top"] = True
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self.pos[1] = entity_rect.y
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if self.collisions['bottom'] or self.collisions['top']:
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self.velocity[1] = 0
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self.velocity[1] = min(5, self.velocity[1] + 0.1)
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def render(self, surface:pygame.Surface, offset:tuple=(0,0)):
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surface.blit(self.game.assets["player"], (self.pos[0]-offset[0], self.pos[1]-offset[1]))
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def rect(self):
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return pygame.Rect(self.pos[0], self.pos[1], self.size[0], self.size[1]) |