def to_collision_rect(size: Point,
                      position: Point = None,
                      angle: float = 0) -> collision.Poly:
    if position is None:
        position = Point(0, 0)
    bot_left = collision.Vector(-size.x / 2, -size.y / 2)
    return collision.Poly(pos=collision.Vector(position.x, position.y),
                          points=[
                              bot_left,
                              bot_left + Point(0, size.y),
                              bot_left + Point(size.x, size.y),
                              bot_left + Point(size.x, 0),
                          ],
                          angle=angle)
Example #2
0
 def bounce(self, normal):
     """
     r = self.direction - 2(self.direction . normal) * normal
     """
     dot_product = self.direction.dot(normal)
     self.direction = (self.direction - collision.Vector((2 * dot_product) * normal.x,
                                                         (2 * dot_product) * normal.y)).normalize()
Example #3
0
 def update_lasers():
     for laser in Laser_Manager.laser_list:
         laser.update_pos()
         laser.coll_laser.pos = coll.Vector(laser.pos[0], laser.pos[1])
         if laser.out_of_bounds():
             Laser_Manager.remove_laser(laser)
             continue
Example #4
0
 def __init__(self, position, direction, color):
     self.pos = position
     self.dir = direction
     self.vel = [
         -x_comp(Laser.speed, self.dir), -y_comp(Laser.speed, self.dir)
     ]
     self.color = color
     self.coll_laser = coll.Circle(coll.Vector(position[0], position[1]),
                                   Laser.radius)
Example #5
0
 def __init__(self, height, width, position):
     self.height = height
     self.width = width
     self.pos = position
     self.color = (255, 255, 255)
     self.verts = [
         [self.pos[0] + self.width / 2, self.pos[1] + self.height / 2],
         [self.pos[0] + self.width / 2, self.pos[1] - self.height / 2],
         [self.pos[0] - self.width / 2, self.pos[1] - self.height / 2],
         [self.pos[0] - self.width / 2, self.pos[1] + self.height / 2]
     ]
     self.coll_obstacle = coll.Poly.from_box(
         coll.Vector(position[0], position[1]), width, height)
Example #6
0
    def __init__(self, surface, quarantine, sick, x, y, width, height, barriers=[]):

        self._status = Status.Healthy if not sick else Status.Sick
        self.recovering = False if not sick else True

        self.recovery_seconds = 0
        self.total_recovery_seconds = random.randrange(0, MAX_RECOVERY_SECONDS)
        self.surface = surface
        self.quarantine = quarantine
        self.direction = self.random_direction()
        self.position = collision.Vector(x, y)
        self.id = uuid.uuid4()
        self.width = width
        self.height = height
        self.barriers = barriers
Example #7
0
    def update_pos(self, x_vel, y_vel):
        """updates the position of the ship based on its velocity"""

        self.pos[0] += x_vel
        self.pos[1] += y_vel

        def update_vert_pos(vertices):
            for point in vertices:
                point[0] += x_vel
                point[1] += y_vel

        self.coll_ship.pos = coll.Vector(self.pos[0], self.pos[1])

        update_vert_pos(self.body_verts)
        if self.attack_mode:
            update_vert_pos(self.r_wing_verts)
            update_vert_pos(self.l_wing_verts)
            update_vert_pos(self.r_gun_verts)
            update_vert_pos(self.l_gun_verts)
Example #8
0
 def __init__(self, health, position, direction):
     self.hp = health
     self.pos = position
     self.dir = direction
     self.body_verts = [
         [self.pos[0], self.pos[1] - 3 / 5 * Ship.height],
         [self.pos[0] + Ship.width / 2, self.pos[1] + 2 / 5 * Ship.height],
         [self.pos[0] - Ship.width / 2, self.pos[1] + 2 / 5 * Ship.height]
     ]
     self.init_attack_gear()
     self.vel = [0, 0]
     self.ang_vel = 0
     self.lasers_fired = []
     self.color = (255, 255, 255)
     self.gun_color = (100, 100, 100)
     self.laser_color = (255, 0, 0)
     self.fire_cooldown_count = 0
     self.coll_ship = coll.Circle(coll.Vector(self.pos[0], self.pos[1]),
                                  Ship.height / 2)
Example #9
0
 def to_collision_vec(self) -> collision.Vector:
     return collision.Vector(self.x, self.y)
Example #10
0
            if toggle_mode_index != 4:
                P_sub = P_sub[P_sub[:, 4] == toggle_mode_index, :]
            ''' Now let's plot the info about all objects in the frame '''

            #            unique_obj=np.unique(P_sub[:,1])
            for i in range(len(P_sub)):
                cx = P_sub[i, 2]
                cy = P_sub[i, 3]
                mode = P_sub[i, 4]
                Oid = P_sub[i, 1]

                if (mode == 2):  # Pedestrians
                    road_object[Oid] = [
                        mode,
                        collision.Circle(collision.Vector(cx, cy), PEDS_RADIUS)
                    ]
                    cv2.circle(frame, (cx, cy), PEDS_RADIUS, (255, 0, 0), 2)

                if (mode == 1):  # Cars
                    road_object[Oid] = [
                        mode,
                        collision.Poly.from_box(collision.Vector(cx, cy),
                                                CAR_SIZE * 2, CAR_SIZE * 2)
                    ]
                    cv2.rectangle(frame, (cx - CAR_SIZE, cy - CAR_SIZE),
                                  (cx + CAR_SIZE, cy + CAR_SIZE), (0, 0, 255),
                                  2)

                if (mode == 3):  # Cyclists
                    road_object[Oid] = [
 def __init__(self, radius: float, **kwargs):
     PhysicsEntity.__init__(self, **kwargs)
     self.radius = radius
     self.collision_shape = collision.Circle(collision.Vector(0, 0),
                                             self.radius)
Example #12
0
 def to_vector(self):
     return collision.Vector(self.x, self.y)
Example #13
0
    def velocity(self):

        if (self.quarantine):
            return collision.Vector(0, 0)

        return self.direction
Example #14
0
    def random_direction(self):

        return collision.Vector(self.random_amount(), self.random_amount()).normalize()
Example #15
0
 def set_pos(self, pos_):
     self.pos = pos_
     self.colShape.pos = collision.Vector(pos_.x, pos_.y)
Example #16
0
clock = pygame.time.Clock()  #create pygame clock object

mainloop = True
FPS = 60  # desired max. framerate in frames per second.


def quarantine():
    return True if random.randint(0, 10) < 9 else False


def sick():
    return True if random.randint(0, 10) < 1 else False


barriers = [
    collision.Poly(collision.Vector(0, 0), [
        collision.Vector(0, 0),
        collision.Vector(1, 0),
        collision.Vector(1, HEIGHT),
        collision.Vector(0, HEIGHT)
    ]),
    collision.Poly(collision.Vector(WIDTH, 0), [
        collision.Vector(0, 0),
        collision.Vector(10, 0),
        collision.Vector(10, HEIGHT),
        collision.Vector(0, HEIGHT)
    ]),
    collision.Poly(collision.Vector(0, -10), [
        collision.Vector(0, 0),
        collision.Vector(WIDTH, 0),
        collision.Vector(WIDTH, 10),