feat: add collisions
This commit is contained in:
32
src/car.py
32
src/car.py
@@ -3,6 +3,7 @@ from math import radians
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import pygame
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from src.camera import Camera
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from src.utils import segments_intersect
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from src.vec import Vec
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@@ -13,6 +14,7 @@ class Car:
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COLOR = (230, 150, 80)
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WIDTH = 0.4
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LENGTH = 0.6
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COLLISION_MARGIN = 0.4
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def __init__(self, pos: Vec, direction: Vec) -> None:
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self.pos: Vec = pos
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@@ -22,6 +24,7 @@ class Car:
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self.backward: bool = False
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self.left: bool = False
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self.right: bool = False
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self.colliding: bool = False
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def update(self):
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if self.forward:
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@@ -45,6 +48,8 @@ class Car:
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self.direction = self.direction.rotate(rotate_angle)
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self.speed *= 0.98
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if abs(self.speed) < 1e-8:
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self.speed = 0
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self.pos += self.direction * self.speed
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@@ -62,3 +67,30 @@ class Car:
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p3: Vec = pt - u - v
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p4: Vec = pt + u - v
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return [p1, p2, p3, p4]
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def check_collisions(self, polygons: list[list[Vec]]):
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self.colliding = False
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corners: list[Vec] = self.get_corners()
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sides: list[tuple[Vec, Vec]] = [
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(corners[i], corners[(i + 1) % 4]) for i in range(4)
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]
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for polygon in polygons:
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n_pts: int = len(polygon)
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for i in range(n_pts):
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pt1: Vec = polygon[i]
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pt2: Vec = polygon[(i + 1) % n_pts]
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d: Vec = pt2 - pt1
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for s1, s2 in sides:
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if segments_intersect(s1, s2, pt1, pt2):
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self.colliding = True
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self.direction = d.normalized
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n: Vec = self.direction.perp
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dist: float = (self.pos - pt1).dot(n)
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if dist < 0:
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n *= -1
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dist = -dist
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self.speed = 0
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self.pos = self.pos + n * (self.COLLISION_MARGIN - dist)
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return
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@@ -34,6 +34,7 @@ class Game:
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while self.running:
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self.process_pygame_events()
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self.car.update()
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self.car.check_collisions(self.track.get_collision_polygons())
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self.render()
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self.clock.tick(60)
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@@ -42,6 +42,18 @@ class Road(TrackObject):
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pygame.draw.lines(surf, (255, 255, 255), True, side1)
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pygame.draw.lines(surf, (255, 255, 255), True, side2)
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def get_collision_polygons(self) -> list[list[Vec]]:
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side1: list[Vec] = []
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side2: list[Vec] = []
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for pt in self.pts:
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p1: Vec = pt.pos
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p2: Vec = p1 + pt.normal * pt.width
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p3: Vec = p1 - pt.normal * pt.width
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side1.append(p2)
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side2.append(p3)
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return [side1, side2]
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class RoadPoint:
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def __init__(self, pos: Vec, normal: Vec, width: float) -> None:
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@@ -46,3 +46,9 @@ class Track:
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def render(self, surf: pygame.Surface, camera: Camera):
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for object in self.objects:
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object.render(surf, camera)
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def get_collision_polygons(self) -> list[list[Vec]]:
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polygons: list[list[Vec]] = []
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for obj in self.objects:
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polygons.extend(obj.get_collision_polygons())
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return polygons
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@@ -7,6 +7,7 @@ import pygame
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import src.objects
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from src.camera import Camera
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from src.vec import Vec
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class TrackObjectType(StrEnum):
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@@ -40,3 +41,6 @@ class TrackObject:
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def render(self, surf: pygame.Surface, camera: Camera):
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pass
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def get_collision_polygons(self) -> list[list[Vec]]:
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return []
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29
src/utils.py
29
src/utils.py
@@ -1,5 +1,34 @@
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import os
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from pathlib import Path
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from src.vec import Vec
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ROOT = Path(os.path.abspath(os.path.join(os.path.dirname(__file__), os.pardir)))
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def orientation(a: Vec, b: Vec, c: Vec) -> float:
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return (b - a).cross(c - a)
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def segments_intersect(a1: Vec, a2: Vec, b1: Vec, b2: Vec) -> bool:
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o1 = orientation(a1, a2, b1)
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o2 = orientation(a1, a2, b2)
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o3 = orientation(b1, b2, a1)
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o4 = orientation(b1, b2, a2)
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# General case: segments straddle each other
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if (o1 * o2 < 0) and (o3 * o4 < 0):
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return True
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# Special cases: Collinear overlaps
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if o1 == 0 and b1.within(a1, a2):
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return True
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if o2 == 0 and b2.within(a1, a2):
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return True
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if o3 == 0 and a1.within(b1, b2):
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return True
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if o4 == 0 and a2.within(b1, b2):
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return True
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return False
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@@ -61,3 +61,8 @@ class Vec:
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cos(angle) * self.x - sin(angle) * self.y,
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sin(angle) * self.x + cos(angle) * self.y,
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)
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def within(self, p1: Vec, p2: Vec) -> bool:
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x1, x2 = min(p1.x, p2.x), max(p1.x, p2.x)
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y1, y2 = min(p1.y, p2.y), max(p1.y, p2.y)
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return (x1 <= self.x <= x2) and (y1 <= self.y <= y2)
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