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collision.py
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"""Utilities for examining collisions between objects"""
from flapping import util
class Hit:
"""Describes the intersection between two objects"""
def __init__(self, delta, normal, pos):
# vector (2-tuple) representing overlap between the two objects, vector can be added to the colliding
# object's position to move it back to a non-colliding state.
self.delta = delta
# vector (2-tuple) representing surface normal at point of contact
self.normal = normal
# vector (2-tuple) representing point of contact between the two objects
self.pos = pos
def __str__(self):
return 'delta={} normal={} pos={}'.format(self.delta, self.normal, self.pos)
def intersect_AABB(sprite1, sprite2):
"""Do intersection test between two Sprites"""
# Reference: https://noonat.github.io/intersect/
# Tweaks made to the original algorithm
# - Arcade sprites are treated as AABB
# - Explicitly flipped the signs in the delta and normal being returned
# to match Arcade's origin & axes
# - Gave priority to collisions in the Y direction to avoid case where
# players moving along ground would "catch" by an intermittent left/right
# collision.
delta_x = sprite2.center_x - sprite1.center_x # delta in X
overlap_x = (sprite1.width/2 + sprite2.width/2) - abs(delta_x)
if overlap_x <= 0:
return None
delta_y = sprite2.center_y - sprite1.center_y
overlap_y = (sprite1.height/2 + sprite2.height/2) - abs(delta_y)
if overlap_y <= 0:
return None
# Add +1 to overlap_x as a way to prioritize collisions in the Y direction
if overlap_x + 1 < overlap_y:
sign_x = util.sign(delta_x)
hit = Hit(
delta=(overlap_x * sign_x * -1, 0),
normal=(sign_x * -1, 0),
pos=(sprite1.center_x + (sprite1.width/2 * sign_x), sprite2.center_y)
)
else:
sign_y = util.sign(delta_y)
hit = Hit(
delta=(0, overlap_y * sign_y * -1),
normal=(0, sign_y * -1),
pos=(sprite2.center_x, sprite1.center_y + (sprite1.height/2 * sign_y))
)
return hit