-
Notifications
You must be signed in to change notification settings - Fork 1
/
soldier.py
440 lines (373 loc) · 23.6 KB
/
soldier.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
import math
import vector
import polygon
import collision
class Soldier:
def __init__(self, position, width, walking_speed, hitpoints, gun):
self.position = position
self.width = width
feet = [vector.Vector(self.position.x - self.width / 2, self.position.y), vector.Vector(self.position.x + self.width / 2, self.position.y)]
self.standing_rectangle = polygon.Polygon(feet + [vector.Vector(self.position.x + self.width / 2, self.position.y - self.width * 2), vector.Vector(self.position.x - self.width / 2, self.position.y - self.width * 2)])
self.crouched_rectangle = polygon.Polygon(feet + [vector.Vector(self.position.x + self.width / 2, self.position.y - self.width), vector.Vector(self.position.x - self.width / 2, self.position.y - self.width)])
self.crouched = False
self.rotation = 0
self.velocity = vector.Vector(0, 0)
self.grounded = None
self.hitpoints = hitpoints
self.walking_speed = walking_speed
self.gun = gun
self.heading = 0
self.jump_now = False
self.crouch_now = False
def update_position(self, terrain, gravity, terminal_velocity):
if self.crouch_now and not self.crouched:
self.crouched = True
elif not self.crouch_now and self.crouched:
self.uncrouch(terrain)
previous = None
if self.jump_now:
result = self.jump(terrain)
if result[0]:
previous = result[1]
self.jump_now = False
if self.grounded is None:
#apply gravity and horizontal movement to velocity
if self.velocity.y < terminal_velocity:
self.velocity = vector.Vector(self.heading * self.walking_speed, self.velocity.y + gravity)
else:
self.velocity = vector.Vector(self.heading * self.walking_speed, self.velocity.y)
#create modified_velocity
self.velocity
landed = False
negations = [0]
self.translate(self.velocity)
#check all terrain for air collision
for i, chunk in enumerate(terrain): # MIGHT ADD THE FURTHER ITERATION THING
if i != previous:
result = collision.air_collision(self.standing_rectangle, chunk.poly)
#if collision
if result[0]:
self.translate(result[1])
#if valid ground
if chunk.ground:
landed = self.land(terrain, i, result[1])
if landed:
break
if result[1].get_magnitude() != 0:
negations.append(math.sin(math.acos(vector.Vector(1, 0).dot(result[1]) / result[1].get_magnitude())))
if not landed:
if self.velocity.y < 0:
self.velocity -= vector.Vector(0, self.velocity.y * max(negations))
elif self.heading != 0:
self.run(terrain)
def land(self, terrain, i, translation_vector):
chunk = terrain[i]
#set to_ground to None
to_ground = None
# !!! this whole business might not work on vertical ledges !!!
# add repeated checking after a collision until it collides with nothing (watch out for "just on edge" being a trigger)
#create a vector representing the ground
ground_edge = chunk.poly.points[1] - chunk.poly.points[0]
# determine the sign of the slope of ground (ground will always be left to right)
if collision.side(chunk.poly.points[1], chunk.poly.points[0], self.standing_rectangle.points[3]) > 0 and collision.side(chunk.poly.points[1], chunk.poly.points[0], self.standing_rectangle.points[2]) > 0:
if chunk.poly.points[1].y >= chunk.poly.points[0].y:
#if left foot within ground x
if chunk.poly.points[0].x < self.standing_rectangle.points[0].x < chunk.poly.points[1].x:
#if connection to the right and position after rotate will be off ground
if chunk.connect_right and self.standing_rectangle.points[0].x + ground_edge.normalize().x * self.width / 2 > chunk.poly.points[1].x:
#keep falling - no adjustment
self.translate(-1 * translation_vector)
else:
#flip as normal
to_ground = i
origin = self.standing_rectangle.points[0]
target = math.acos(vector.Vector(1, 0).dot(ground_edge) / ground_edge.get_magnitude())
# if right foot within ground x
elif chunk.poly.points[0].x < self.standing_rectangle.points[1].x < chunk.poly.points[1].x:
#flip around left end of ground
origin = chunk.poly.points[0]
# connection to the left and position after rotate will be off ground
if chunk.connect_left and self.position.x < chunk.poly.points[0].x:
#flip onto left connect
to_ground = i - 1
connect_edge = terrain[to_ground].poly.points[1] - terrain[to_ground].poly.points[0]
target = math.acos(vector.Vector(1, 0).dot(connect_edge) / connect_edge.get_magnitude())
if terrain[to_ground].poly.points[1].y < terrain[to_ground].poly.points[0].y:
target = target * -1
else:
#flip onto ground
to_ground = i
target = math.acos(vector.Vector(1, 0).dot(ground_edge) / ground_edge.get_magnitude())
else:
if chunk.poly.points[0].x < self.standing_rectangle.points[1].x < chunk.poly.points[1].x:
if chunk.connect_left and self.standing_rectangle.points[1].x - ground_edge.normalize().x * self.width / 2 < chunk.poly.points[0].x:
#keep falling - no adjustment
self.translate(-1 * translation_vector)
else:
#flip as normal
to_ground = i
origin = self.standing_rectangle.points[1]
target = -1 * math.acos(vector.Vector(1, 0).dot(ground_edge) / ground_edge.get_magnitude())
elif chunk.poly.points[0].x < self.standing_rectangle.points[0].x < chunk.poly.points[1].x:
#flip around right end of ground
origin = chunk.poly.points[1]
if chunk.connect_right and self.position.x >= chunk.poly.points[1].x:
#flip onto right connect
to_ground = i + 1
connect_edge = terrain[to_ground].poly.points[1] - terrain[to_ground].poly.points[0]
target = math.acos(vector.Vector(1, 0).dot(connect_edge) / connect_edge.get_magnitude())
if terrain[to_ground].poly.points[1].y < terrain[to_ground].poly.points[0].y:
target = target * -1
else:
#flip onto ground
to_ground = i
target = -1 * math.acos(vector.Vector(1, 0).dot(ground_edge) / ground_edge.get_magnitude())
# land or dont land depending on results (set rotation and grounded and zero velocity) be sure to check collision on rotate (if collision dont rotate or land)
if to_ground is not None:
ignore = [to_ground]
if terrain[to_ground].connect_left:
ignore.append(to_ground - 1)
if terrain[to_ground].connect_right:
ignore.append(to_ground + 1)
success = self.rotate(terrain, origin, target, ignore, True) # doesnt matter if last param is true or false
if success:
self.grounded = to_ground
self.velocity = vector.Vector(0, 0)
return True
return False
def run(self, terrain):
ground = terrain[self.grounded]
ground_edge = ground.poly.points[1] - ground.poly.points[0]
if self.crouched:
rectangle = self.crouched_rectangle
speed = self.walking_speed / 2
else:
rectangle = self.standing_rectangle
speed = self.walking_speed
#modify velocity to correct angle
modified_velocity = ground_edge.normalize() * self.heading * speed
if self.heading == -1:
if ground.connect_left and self.position.x + modified_velocity.x < ground.poly.points[0].x:
velocity_before = ground.poly.points[0] - self.position
success = True
for i, chunk in enumerate(terrain):
if not (i == self.grounded or i == self.grounded - 1 or (ground.connect_right and i == self.grounded + 1)):
result = collision.grounded_collision(rectangle, chunk.poly, velocity_before) #add crouch functionality
if result[0]:
velocity_before += result[1]
success = False
self.translate(velocity_before)
if success:
next_ground = terrain[self.grounded - 1]
next_ground_edge = next_ground.poly.points[1] - next_ground.poly.points[0]
target = math.acos(vector.Vector(1, 0).dot(next_ground_edge) / next_ground_edge.get_magnitude())
if next_ground.poly.points[1].y < next_ground.poly.points[0].y:
target = target * -1
success = self.rotate(terrain, self.position, target, (self.grounded, self.grounded - 1), False)
if success:
self.grounded -= 1
velocity_after = next_ground_edge.normalize() * (modified_velocity.get_magnitude() - velocity_before.get_magnitude())
for i, chunk in enumerate(terrain):
if not (i == self.grounded or i == self.grounded + 1 or (ground.connect_left and i == self.grounded - 1)):
result = collision.grounded_collision(rectangle, chunk.poly, velocity_after) #add crouch functionality
if result[0]:
velocity_after += result[1]
self.translate(velocity_after)
elif rectangle.points[1].x + modified_velocity.x < ground.poly.points[0].x:
velocity_before = ground.poly.points[0] - rectangle.points[1]
success = True
for i, chunk in enumerate(terrain):
if not (i == self.grounded or (ground.connect_right and i == self.grounded + 1)):
result = collision.grounded_collision(rectangle, chunk.poly, velocity_before) #add crouch functionality
if result[0]:
velocity_before += result[1]
success = False
self.translate(velocity_before)
if success:
success = self.rotate(terrain, self.standing_rectangle.points[1], 0, (self.grounded,), True)
if success:
self.crouched = False
velocity_after = vector.Vector(-1 * (modified_velocity.get_magnitude() - velocity_before.get_magnitude()), 0)
for i, chunk in enumerate(terrain):
if i != self.grounded:
result = collision.grounded_collision(self.standing_rectangle, chunk.poly, velocity_after)
if result[0]:
velocity_after += result[1]
self.translate(velocity_after)
self.grounded = None
else:
for i, chunk in enumerate(terrain):
if not (i == self.grounded or (ground.connect_left and i == self.grounded - 1) or (ground.connect_right and i == self.grounded + 1)):
result = collision.grounded_collision(rectangle, chunk.poly, modified_velocity)
if result[0]:
modified_velocity += result[1]
self.translate(modified_velocity)
else:
if ground.connect_right and self.position.x + modified_velocity.x > ground.poly.points[1].x:
velocity_before = ground.poly.points[1] - self.position
success = True
for i, chunk in enumerate(terrain):
if not (i == self.grounded or i == self.grounded + 1 or (ground.connect_left and i == self.grounded - 1)):
result = collision.grounded_collision(rectangle, chunk.poly, velocity_before) #add crouch functionality
if result[0]:
velocity_before += result[1]
success = False
self.translate(velocity_before)
if success:
next_ground = terrain[self.grounded + 1]
next_ground_edge = next_ground.poly.points[1] - next_ground.poly.points[0]
target = math.acos(vector.Vector(1, 0).dot(next_ground_edge) / next_ground_edge.get_magnitude())
if next_ground.poly.points[1].y < next_ground.poly.points[0].y:
target = target * -1
success = self.rotate(terrain, self.position, target, (self.grounded, self.grounded + 1), False)
if success:
self.grounded += 1
velocity_after = next_ground_edge.normalize() * (modified_velocity.get_magnitude() - velocity_before.get_magnitude())
for i, chunk in enumerate(terrain):
if not (i == self.grounded or i == self.grounded + 1 or (ground.connect_right and i == self.grounded + 1)):
result = collision.grounded_collision(rectangle, chunk.poly, velocity_after) #add crouch functionality
if result[0]:
velocity_after += result[1]
self.translate(velocity_after)
elif rectangle.points[0].x + modified_velocity.x > ground.poly.points[1].x:
velocity_before = ground.poly.points[1] - rectangle.points[0]
success = True
for i, chunk in enumerate(terrain):
if not (i == self.grounded or (ground.connect_left and i == self.grounded - 1)):
result = collision.grounded_collision(rectangle, chunk.poly, velocity_before) #add crouch functionality
if result[0]:
velocity_before += result[1]
success = False
self.translate(velocity_before)
if success:
success = self.rotate(terrain, self.standing_rectangle.points[0], 0, (self.grounded,), True)
if success:
self.crouched = False
velocity_after = vector.Vector((modified_velocity.get_magnitude() - velocity_before.get_magnitude()), 0)
for i, chunk in enumerate(terrain):
if i != self.grounded:
result = collision.grounded_collision(self.standing_rectangle, chunk.poly, velocity_after)
if result[0]:
velocity_after += result[1]
self.translate(velocity_after)
self.grounded = None
else:
for i, chunk in enumerate(terrain):
if not (i == self.grounded or (ground.connect_left and i == self.grounded - 1) or (ground.connect_right and i == self.grounded + 1)):
result = collision.grounded_collision(rectangle, chunk.poly, modified_velocity)
if result[0]:
modified_velocity += result[1]
self.translate(modified_velocity)
#compare position + velocity to endpoint of ground
#if position past a connected end
#split velocity into before and after
#check for collision and move before (stop after any of these steps if collision)
#check for collision and rotate
#if we get to rotate set grounded to new ground
#check for collision and move after
#if position past an edge + half width
#split velocity into before and after
#check for collision and move before (stop after any of these steps if collision)
#check for collision and rotate
#if we get to rotate set grounded to None
#check for collision and move after
def uncrouch(self, terrain):
ground = terrain[self.grounded]
ignore = [self.grounded]
if ground.connect_left:
ignore.append(self.grounded - 1)
if ground.connect_right:
ignore.append(self.grounded + 1)
success = True
for i, chunk in enumerate(terrain):
if not i in ignore:
result = collision.grounded_collision(self.standing_rectangle, chunk.poly, vector.Vector(0, 0)) #maybe this should be air? lets have a look at the collision algorithms later and optimize them a bit
if result[0]:
success = False
break
if success:
self.crouched = False
def jump(self, terrain):
ground = terrain[self.grounded]
if ground.poly.points[1].y >= ground.poly.points[0].y:
origin = self.standing_rectangle.points[0]
else:
origin = self.standing_rectangle.points[1]
success = self.rotate(terrain, origin, 0, (self.grounded,), True)
if success:
previous = self.grounded
self.grounded = None
self.crouched = False
self.velocity = vector.Vector(0, -10)
return (True, previous)
return (False,)
#implement some way to clear the ground on first frame
def translate(self, velocity):
self.position += velocity
self.standing_rectangle.translate(velocity)
self.crouched_rectangle.translate(velocity)
'''
Check if a rotation is safe from a crouched or standing state and rotate accordingly.
Take the terrain of the stage, the origin of the rotation, the target angle, a tuple of chunks to ignore, and a boolean representing whether the rotation must be made standing.
Rotate the soldier if able.
Return a boolean representing the success or failure of the transformation.
'''
def rotate(self, terrain, origin, target, ignore, stand):
success = True
if self.rotation != target: #might save some operations in a few cases
if self.crouched and not stand:
standing = False
rectangle = self.crouched_rectangle
follower = self.standing_rectangle
else:
standing = True
rectangle = self.standing_rectangle
follower = self.crouched_rectangle
#might make this a helper function (there are 2 occurances but i have no idea what to call the function or how to justify it)
if target == 0: #we can have funny conditionals in here because the only case where the origin is not one of these conditions is when self.rotation = 0 (see top conditional) (but right now imma justbe safe)
if origin.x == self.position.x and origin.y == self.position.y: #consider adding __eq__ __ne__ to vector
self.reset(origin, standing)
elif origin.x == rectangle.points[0].x and origin.y == rectangle.points[0].y: #consider adding __eq__ __ne__ to vector
self.reset(origin + vector.Vector(self.width / 2, 0), standing)
elif origin.x == rectangle.points[1].x and origin.y == rectangle.points[1].y: #consider adding __eq__ __ne__ to vector
self.reset(origin + vector.Vector(self.width / -2, 0), standing)
else:
rectangle.rotate(origin, target - self.rotation)
for i, chunk in enumerate(terrain):
if not i in ignore:
result = collision.grounded_collision(rectangle, chunk.poly, vector.Vector(0, 0)) #maybe this should be air? lets have a look at the collision algorithms later and optimize them a bit
if result[0]:
rectangle.rotate(origin, self.rotation - target) #add reset in here
success = False
break
if success:
if target == 0: #we can have funny conditionals in here because the only case where the origin is not one of these conditions is when self.rotation = 0 (see top conditional) (but right now imma justbe safe)
if origin.x == self.position.x and origin.y == self.position.y: #consider adding __eq__ __ne__ to vector
self.reset(origin, not standing)
elif origin.x == follower.points[0].x and origin.y == follower.points[0].y: #consider adding __eq__ __ne__ to vector
self.position = origin + vector.Vector(self.width / 2, 0)
self.reset(self.position, not standing)
elif origin.x == follower.points[1].x and origin.y == follower.points[1].y: #consider adding __eq__ __ne__ to vector
self.position = origin + vector.Vector(self.width / -2, 0)
self.reset(self.position, not standing)
else:
follower.rotate(origin, target - self.rotation)
self.position = self.position.rotate(origin, target - self.rotation)
self.rotation = target
return success
'''
Calculate the points of the standing or crouched collision rectangle reset to a rotation of 0 based on a desired location of the players "position".
Take a vector representing the position after the rotation and a boolean representing standing (true) or crouched (false).
Return a rectangle after reset.
'''
def reset(self, position, standing):
if standing:
rectangle = self.standing_rectangle #works cuz implicit
height = self.width * 2
else:
rectangle = self.crouched_rectangle
height = self.width
rectangle.points[0] = position + vector.Vector(self.width / -2, 0)
rectangle.points[1] = position + vector.Vector(self.width / 2, 0)
rectangle.points[2] = position + vector.Vector(self.width / 2, -1 * height)
rectangle.points[3] = position + vector.Vector(self.width / -2, -1 * height)