def physics(self): self.pos = self.canvas.coords(self.id[0]) self.gravity() self.motion() #collision self.momentum, self.y=physics.collider(self.pos, self.static, self.momentum, self.y) #calculates player velocity self.decceleration() self.motion() #Placed at the end of the of the function to stop it going through walls self.momentum, self.y=physics.collision(self.pos, self.momentum, self.y) #moves the player. #print(self.momentum) self.canvas.move(self.id[0], int(self.momentum), int(self.y) ) self.canvas.move(self.id[1], int(self.momentum), int(self.y) ) self.canvas.move(self.id[2], int(self.momentum), int(self.y) ) self.canvas.move(self.id[3], int(self.momentum), int(self.y) )
def staticCollision(self): self.player.xVelocity, self.player.yVelocity = physics.collider(self.player.pos, self.static, self.player.xVelocity, self.player.yVelocity) if len(self.dynamic)>0: for i in self.dynamic: i.xVelocity, i.yVelocity = physics.collider(i.pos, self.static, i.xVelocity, i.yVelocity)