def process(self, kwargs):
     eventStore = kwargs.get('EVENT_STORE', None)
     for ent, (col, pos, vel) in self.world.get_components(Collidable, Position, Velocity):
         # update the position of the shape
         for shape in col.shapes:
             shape.pos = Vector(pos.x + pos.w // 2, pos.y + pos.h // 2)
         # col.shape.pos.angle = pos.angle
         # check for colisio
         for otherEnt, (otherCol, otherPos) in self.world.get_components(Collidable, Position):
             if otherEnt == ent:
                 continue
             if otherPos.movable:
                 for shape in otherCol.shapes:
                     shape.pos = Vector(otherPos.x + otherPos.w // 2, otherPos.y + otherPos.h // 2)
             if self.checkCollide(col.shapes, otherCol.shapes):
                 # Remove velocity from current entity
                 vel.x = 0
                 vel.y = 0
                 vel.alpha = 0
                 # print(choice(COLORS) +
                 #       f'colision detected between {ent} and {otherEnt}')
                 if eventStore:
                     if col.event_tag == 'genericColision':
                         print(f'Collision! {ent} - {otherEnt}')
                     event = EVENT(col.event_tag, (ent, otherEnt))
                     # print(f'Firing event ent --> otherEnt: {event}')
                     eventStore.put(event)
示例#2
0
def check_colisions(box):
    collided = False

    #  1 # # # # 2
    #  #         #
    #  #         #
    #  #         #
    #  3 # # # # 4

    x = box[0] * X
    y = box[1] * Y
    w = box[2] * X
    h = box[3] * Y

    center_x = int(x + (w / 2))
    center_y = int(y + (h / 2))

    pt1 = Vector(center_x - w, center_y - h)
    pt2 = Vector(center_x - w, center_y + h)
    pt3 = Vector(center_x + w, center_y - h)
    pt4 = Vector(center_x + w, center_y + h)

    box_poly = Poly(Vector(center_x, center_y), [pt1, pt2, pt3, pt4])

    #print(box, box_poly, end="\n")
    if collide(box_poly, LEFT_LINE_POLY) or collide(box_poly, RIGHT_LINE_POLY):
        collided = True

    return collided
示例#3
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 def on_update(self, dt: float, window_width: int, window_height: int):
     handler = self.key_handler
     binds = self.key_binds
     vec = Vector(0, 0)
     if handler[binds.up]:
         vec += Vector(0, 1)
     if handler[binds.down]:
         vec += Vector(0, -1)
     if handler[binds.right]:
         vec += Vector(1, 0)
     if handler[binds.left]:
         vec += Vector(-1, 0)
     self.dx = vec * self.speed
     super(Player, self).on_update(dt, window_width, window_height)
示例#4
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 def __init__(self,
              dx: Vector = Vector(0, 0),
              d2x: Vector = Vector(0, 0),
              mass: float = 1,
              *args,
              **kwargs):
     """
     :param dx: velocity of the object at state 1, given with relative coordinates.
     :param d2x: acceleration of the object at state 1, given with relative coordinates.
     :param mass: mass given in mass relative to player (player mass = 1)
     """
     super(PhysicsBody, self).__init__(*args, **kwargs)
     self.dx: Vector = dx
     self.d2x: Vector = d2x
     self.mass: float = mass
示例#5
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 def draw_trapezoid_bottom(self, y=0, color=WHITE):
     """
     "             "
      "           "
       "         "
        " " " " " <--
     """
     polygon = Concave_Poly(Vector(0, 0), [
         self.rotate_and_get_a_vector([
             self.center_coords[0], self.center_coords[1] +
             (self.radius - y)
         ], math.radians(-30 + self.rotation)),
         self.rotate_and_get_a_vector([
             self.center_coords[0], self.center_coords[1] +
             (self.radius - y)
         ], math.radians(30 + self.rotation)),
         self.rotate_and_get_a_vector([
             self.center_coords[0], self.center_coords[1] +
             (self.radius - y) - self.trapezoid_height
         ], math.radians(30 + self.rotation)),
         self.rotate_and_get_a_vector([
             self.center_coords[0], self.center_coords[1] +
             (self.radius - y) - self.trapezoid_height
         ], math.radians(-30 + self.rotation))
     ])
     pygame.draw.polygon(self.surface, color,
                         (polygon.rel_points[0], polygon.rel_points[1],
                          polygon.rel_points[2], polygon.rel_points[3]))
     return polygon
示例#6
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 def update(self):
     self.angle += self.left - self.right - self.screen_rotation_speed
     self.rect.centerx = int(self.center_point[0] +
                             (self.r + self.pump) * math.sin(self.theta))
     self.rect.centery = int(self.center_point[1] +
                             (self.r + self.pump) * math.cos(self.theta))
     self.circle = Circle(Vector(self.rect.centerx, self.rect.centery),
                          self.circle_radius)
示例#7
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def from_mxCell(el, batch, windowSize, lineWidth=10):
    # Parse style
    style = parse_style(el.attrib['style'])
    # Get parent
    style['parent'] = el.attrib['parent']

    # Get geometry
    geometry = el[0]
    x = float(geometry.attrib.get('x', '0'))
    y = float(geometry.attrib.get('y', '0'))
    width = float(geometry.attrib['width'])
    height = float(geometry.attrib['height'])
    # Create drawing
    (x, y) = translate_coordinates((x, y), windowSize, height)
    pos = Position(x=x, y=y, w=width, h=height, movable=False)

    rotate = 0
    if style.get('rotation', '') != '':
        rotate = int(style['rotation'])
        if rotate < 0:
            rotate = 360 + rotate
    pos.angle = rotate

    draw = None
    col_points = None
    center = (pos.x + pos.w // 2, pos.y + pos.h // 2)

    if 'ellipse' in style:
        draw = primitives.Ellipse(center, width, height, style, rotate)
        col_points = draw._get_points()
    else:
        draw = primitives.Rectangle(x, y, width, height, style, rotate)
        col_points = pos._get_box()

    label = el.attrib.get('value', '')
    if label:
        label = pyglet.text.HTMLLabel(label,
                                      batch=batch,
                                      x=center[0], y=center[1],
                                      anchor_x='center', anchor_y='center')
    batch_draw = draw.add_to_batch(batch)
    col_points = list(map(lambda x: Vector(x[0] - center[0], x[1] - center[1]), col_points))
    collision_box = Poly(Vector(center[0], center[1]), col_points)

    return [pos, Collidable(shape=collision_box)], style, batch_draw
示例#8
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 def process(kwargs: SystemArgs):
     logger = logging.getLogger(__name__)
     world = kwargs.get('WORLD', None)
     env = kwargs.get('ENV', None)
     event_store = kwargs.get('EVENT_STORE')
     if env is None:
         raise Exception("Can't find environment")
     # Local ref most used functions for performance
     get_components = world.get_components
     component_for_ent = world.component_for_entity
     sleep = env.timeout
     #
     while True:
         all_collidables = get_components(Collidable, Position)
         for ent, (hover, pos, velocity, col) in get_components(Hover, Position, Velocity, Collidable):
             # Check collision here
             for shape in col.shapes:
                 shape.pos = Vector(*pos.center)
                 shape.angle = pos.angle
             close_entities = list(map(
                 lambda t: t[1][1],
                 filter(
                     lambda ent_and_components: ent_and_components[1][1].sector in pos.adjacent_sectors,
                     all_collidables
                 )
             ))
             hover.crowded = close_entities
             try:
                 (action, extra_args) = actions[hover.status]
                 # logger.debug(f'entity {ent} - {hover} @ {pos} - related action: {action}')
                 res: ActionResponse = action(ent, hover, pos, velocity, *extra_args)
                 if res.control_response is not None:
                     control_component = component_for_ent(1, Control)
                     response = ControlResponseFormat(ent, res.control_response)
                     control_component.channel.put(response)
                 if res.change_state is not None:
                     change_hover_state(world, ent, res.change_state)
             except KeyError:
                 logger.error(f'No action for {hover.status}')
         req = event_store.get(lambda ev: ev.type == 'genericCollision')
         switch = yield req | sleep(hover_interval)
         if req in switch:
             ev = switch[req]
             ent = ev.payload.ent
             other_ent = ev.payload.other_ent
             for d in [ent, other_ent]:
                 hover = component_for_ent(d, Hover)
                 if world.has_component(d, Velocity):
                     world.remove_component(d, Velocity)
                 if hover.status != HoverState.CRASHED:
                     control_component = component_for_ent(1, Control)
                     change_hover_state(world, d, HoverState.CRASHED)
                     warn_control = ControlResponseFormat(d, False)
                     control_component.channel.put(warn_control)
示例#9
0
文件: utils.py 项目: zzyunzhi/robogym
def _is_valid_proposal(o1_x, o1_y, object1_index, bounding_boxes, placements):
    o1_x += bounding_boxes[object1_index, 0, 0]
    o1_y += bounding_boxes[object1_index, 0, 1]

    # Check if object collides with any of already placed objects. We use half-sizes,
    # but collision uses full-sizes. That's why we multiply by 2x here.
    o1_w, o1_h, _ = bounding_boxes[object1_index, 1]
    object1 = Poly.from_box(Vector(o1_x, o1_y), o1_w * 2.0, o1_h * 2.0)
    for object2_index in range(len(placements)):
        # Don't care about z placement
        o2_x, o2_y, _ = placements[object2_index]
        o2_x += bounding_boxes[object2_index, 0, 0]
        o2_y += bounding_boxes[object2_index, 0, 1]
        # Don't care about object depth.
        o2_w, o2_h, _ = bounding_boxes[object2_index, 1]
        object2 = Poly.from_box(Vector(o2_x, o2_y), o2_w * 2.0, o2_h * 2.0)

        if collide(object1, object2):
            return False

    return True
示例#10
0
def from_mxCell(el, batch, windowSize, lineWidth=10):
  # Parse style
  style = parse_style(el.attrib['style'])
  if style.get('shape') != 'mxgraph.floorplan.wall':
    raise Exception("Cannot create Wall from {}: shape is not mxgraph.floorplan.wall".format(el))
  # Get parent
  parent_element = el.attrib['parent']
  style['parent'] = parent_element
  # Get geometry
  geometry = el[0]
  x = float(geometry.attrib.get('x', '0'))
  y = float(geometry.attrib.get('y', '0'))
  width = float(geometry.attrib['width'])
  height = float(geometry.attrib['height'])
  # Create drawing
  (x, y) = translate_coordinates((x, y), windowSize, height)
  pos = Position(x=x, y=y, w=width, h=height, movable=False)
  
  rotate = 0
  if 'rotation' in style:
    rotate = int(style['rotation'])
    if rotate < 0:
      rotate = 360 + rotate
  pos.angle = rotate

  label = el.attrib.get('value', '')
  if label:
    label = pyglet.text.HTMLLabel(label,
                                  batch=batch,
                                  x=center[0], y=center[1],
                                  anchor_x='center', anchor_y='center')
  
  # Create collision box
  col_points = pos._get_box()
  center = (pos.x + pos.w // 2, pos.y + pos.h // 2)
  col_points = list(map(lambda x: Vector(x[0] - center[0], x[1] - center[1]), col_points))
  collision_box = Poly(Vector(center[0], center[1]), col_points)
  rectangle = primitives.Rectangle(x, y, width, height, style, rotate)
  rectangle.add_to_batch(batch)
  return ([pos, Collidable(shape=collision_box)], style)
示例#11
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 def __init__(self,
              points: Tuple[Tuple[float]] = None,
              radius: float = None,
              *args,
              **kwargs):
     """
     :param points: A tuple of tuples of floats (x,y) that describes the boundary using relative coordinates from the
      top left most point going clockwise around the perimeter. Object becomes a polygon or point.
     :param radius: A relative coordinate describing the radius of a circular boundary from the center of the object.
     Object becomes a circle.
     """
     super(Collidable, self).__init__(*args, **kwargs)
     if radius and not points:
         self.collider = Circle(self.rel_vector, radius)
     elif points and len(points) != 1:
         self.collider = Poly(self.rel_vector, points)
     elif points:
         self.collider = None
     else:
         if (len(args) > 1 and args[1]) or 'window_width' in kwargs:
             width = args[1] if len(
                 args) > 1 and args[1] else kwargs['window_width']
         else:
             raise InvalidArguments
         if (len(args) > 2 and args[2]) or 'window_height' in kwargs:
             height = args[2] if len(
                 args) > 2 and args[2] else kwargs['window_height']
         else:
             raise InvalidArguments
         self.collider = Poly(
             self.rel_vector,
             (Vector(self.image.width / width * 16 + self.rel_x,
                     self.image.height / height * 9 + self.rel_y),
              Vector(self.image.width / width * 16 + self.rel_x,
                     -self.image.height / height * 9 + self.rel_y),
              Vector(-self.image.width / width * 16 + self.rel_x,
                     -self.image.height / height * 9 + self.rel_y),
              Vector(-self.image.width / width * 16 + self.rel_x,
                     self.image.height / height * 9 + self.rel_y)))
示例#12
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 def cells(self) -> [int, int]:
     """
     Gives the row and column of the cell(s) that this object is in. Used for collision detection.
     """
     if not self.collider:
         result = [[
             floor(self.rel_x / Collidable.cell_width),
             floor(self.rel_y / Collidable.cell_height)
         ]]
     elif isinstance(self.collider, Poly):
         result = []
         for point in self.collider.points:
             temp = [
                 floor(point[0] / Collidable.cell_width),
                 floor(point[1] / Collidable.cell_height)
             ]
             if temp not in result:
                 result.append(temp)
     elif isinstance(self.collider, Circle):
         points = [
             self.rel_vector + Vector(0, self.collider.radius),
             self.rel_vector + Vector(self.collider.radius, 0),
             self.rel_vector + Vector(0, -self.collider.radius),
             self.rel_vector + Vector(-self.collider.radius, 0)
         ]
         result = []
         for point in points:
             temp = [
                 floor(point[0] / Collidable.cell_width),
                 floor(point[1] / Collidable.cell_height)
             ]
             if temp not in result:
                 result.append(temp)
     else:
         return None
     return result
示例#13
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 def process(self, kwargs: SystemArgs):
     # start = datetime.now()
     logger = logging.getLogger(__name__)
     eventStore = kwargs.get('EVENT_STORE', None)
     all_collidables = self.world.get_components(Collidable, Position)
     for ent, (col, pos,
               vel) in self.world.get_components(Collidable, Position,
                                                 Velocity):
         # update the position of the shape
         for shape in col.shapes:
             shape.pos = Vector(*pos.center)
             shape.angle = pos.angle
         # self.logger.debug(f'Entity {ent} - Shapes = {col.shapes}')
         # check for colision
         ents_to_check = filter(
             lambda ent_and_components: ent_and_components[1][1].sector in
             pos.adjacent_sectors, all_collidables)
         for otherEnt, (otherCol, otherPos) in ents_to_check:
             if otherEnt == ent:
                 continue
             if otherPos.movable:
                 for shape in otherCol.shapes:
                     shape.pos = Vector(*otherPos.center)
                     shape.angle = otherPos.angle
             if self.checkCollide(col.shapes, otherCol.shapes):
                 # Remove velocity from current entity
                 vel.x = 0
                 vel.y = 0
                 vel.alpha = 0
                 if eventStore:
                     # if col.event_tag == 'genericCollision':
                     # self.logger.debug(choice(COLORS) + f'Collision! {ent} - {otherEnt}')
                     event = EVENT(col.event_tag,
                                   CollisionPayload(ent, otherEnt))
                     # self.logger.debug(f'Firing event ent --> otherEnt: {event}')
                     eventStore.put(event)
示例#14
0
def collision_from_points(shape: ShapeType, center: typing.Tuple[int, int]) -> Poly:
    points = shape._get_points()
    col_points = list(map(lambda x: Vector(x[0] - center[0], x[1] - center[1]), points))
    return Poly(tuple2vector(center), col_points)
示例#15
0
LEFT_LINE_X = CENTER_X - 110
LEFT_LINE_Y = 640

RIGHT_LINE_X = CENTER_X + 110
RIGHT_LINE_Y = 640

LEFT_MIDDLE = ((LEFT_LINE_X + TOP_X) / 2, (LEFT_LINE_Y + TOP_Y) / 2)
LEFT_MIDDLE = (320 + 110, 260)
RIGHT_MIDDLE = ((RIGHT_LINE_X + TOP_X) / 2, (RIGHT_LINE_Y + TOP_Y) / 2)

#print(f"TOP X {CENTER_X} Y {TOP_Y} | LEFT X {LEFT_LINE_X} Y {LEFT_LINE_Y} \
#        MID {LEFT_MIDDLE} | RIGHT X {RIGHT_LINE_X} Y {RIGHT_LINE_Y} MID \
#            {RIGHT_MIDDLE}")

LEFT_LINE_POLY = Poly(Vector(LEFT_MIDDLE[0], LEFT_MIDDLE[1]),
                      [Vector(TOP_X, TOP_Y),
                       Vector(LEFT_LINE_X, LEFT_LINE_Y)])
RIGHT_LINE_POLY = Poly(
    Vector(RIGHT_MIDDLE[0], RIGHT_MIDDLE[1]),
    [Vector(TOP_X, TOP_Y),
     Vector(RIGHT_LINE_X, RIGHT_LINE_Y)])

thickness = 1
isClosed = True
# Blue color in BGR
color = (255, 0, 0)
# Create some points

ppt = np.array(
    [TWO_METERS_LEFT, TWO_METERS_RIGTH, TREE_METERS_RIGTH, TREE_METERS_LEFT],
示例#16
0
def from_mxCell(el, batch, windowSize, lineWidth=10):
    # Parse style
    style = parse_style(el.attrib['style'])
    if style.get('shape', "") != 'mxgraph.floorplan.wallCorner':
        raise Exception(
            "Cannot create Wall from {}: shape is not mxgraph.floorplan.wallCorner"
            .format(el))
    # Get parent
    parent_element = el.attrib['parent']
    direction = style.get('direction', 'east')
    style['parent'] = parent_element

    # Get geometry
    geometry = el[0]
    x = float(geometry.attrib.get('x', '0'))
    y = float(geometry.attrib.get('y', '0'))
    width = float(geometry.attrib['width'])
    height = float(geometry.attrib['height'])
    # Create drawing
    (x, y) = translate_coordinates((x, y), windowSize, height)
    pos = Position(x=x, y=y, w=width, h=height, movable=False)
    center = (pos.x + pos.w // 2, pos.y + pos.h // 2)
    points = [(pos.x, pos.y), (pos.x, pos.y + pos.h),
              (pos.x - lineWidth // 2, pos.y + pos.h),
              (pos.x + pos.w, pos.y + pos.h)]

    # Collision box
    col_points = [(pos.x - lineWidth // 2, pos.y),
                  (pos.x - lineWidth // 2, pos.y + pos.h + lineWidth // 2),
                  (pos.x + pos.w, pos.y + pos.h + lineWidth // 2),
                  (pos.x + pos.w, pos.y + pos.h - lineWidth // 2),
                  (pos.x + lineWidth // 2, pos.y + pos.h - lineWidth // 2),
                  (pos.x + lineWidth // 2, pos.y)]
    # Get the right corner
    if direction == 'north':
        points = map(
            lambda x: rotate_around_point(x, math.radians(-90), center),
            points)
        col_points = map(
            lambda x: rotate_around_point(x, math.radians(-90), center),
            col_points)
    elif direction == 'south':
        points = map(
            lambda x: rotate_around_point(x, math.radians(90), center), points)
        col_points = map(
            lambda x: rotate_around_point(x, math.radians(90), center),
            col_points)
    elif direction == 'west':
        points = map(
            lambda x: rotate_around_point(x, math.radians(180), center),
            points)
        col_points = map(
            lambda x: rotate_around_point(x, math.radians(180), center),
            col_points)

    # Check for rotation
    if style.get('rotation', '') != '':
        rotate = int(style['rotation'])
        if rotate < 0:
            rotate = 360 + rotate
        points = map(
            lambda x: rotate_around_point(x, math.radians(rotate), center),
            points)
        col_points = map(
            lambda x: rotate_around_point(x, math.radians(rotate), center),
            col_points)

    drawing = primitives.Line(list(points), style)
    drawing.add_to_batch(batch)

    label = el.attrib.get('value', '')
    if label:
        label = pyglet.text.HTMLLabel(label,
                                      batch=batch,
                                      x=center[0],
                                      y=center[1],
                                      anchor_x='center',
                                      anchor_y='center')

    col_points = map(lambda x: Vector(x[0] - center[0], x[1] - center[1]),
                     col_points)
    box = Concave_Poly(Vector(center[0], center[1]), list(col_points))

    return ([pos, Collidable(shape=box)], style)
示例#17
0
def get_rel_points(center, points):
  return list(map(lambda x: Vector(x[0] - center[0], x[1] - center[1]), points))
示例#18
0
 def rotate_and_get_a_vector(self, point, angle):
     """
     Return Vector from check collision
     """
     qx, qy = self.rotate(point, angle)
     return Vector(qx, qy)
示例#19
0
文件: helpers.py 项目: lesunb/HMRSsim
def tuple2vector(x: Point) -> Vector:
    return Vector(x[0], x[1])
示例#20
0
def tuple2vector(x):
  return Vector(x[0], x[1])
示例#21
0
文件: helpers.py 项目: lesunb/HMRSsim
def get_rel_points(center: Point, points: List[Point]) -> List[Vector]:
    return list(map(lambda x: Vector(x[0] - center[0], x[1] - center[1]), points))
示例#22
0
def start():
    """
    The main function of the client.
    """
    temp_window = pyglet.window.Window(caption='InvictusClient', visible=False)
    asset_batch = pyglet.graphics.Batch()
    overlay_batch = pyglet.graphics.Batch()

    objects: [Asset] = []
    collidables: [Collidable] = []
    physics_objects: [PhysicsBody] = []
    players: [Player] = []

    resource_path = Path('resources/')
    audio_path = resource_path.joinpath('audio/')
    image_path = resource_path.joinpath('images/')
    level_path = resource_path.joinpath('levels/')
    config_file = resource_path.joinpath('config.ini')

    if not os.path.exists(resource_path) or not os.path.exists(
            audio_path) or not os.path.exists(image_path):
        txt = pyglet.text.Label('Missing resource files, please reinstall.',
                                font_name='Times New Roman',
                                font_size=20,
                                x=temp_window.width // 2,
                                y=temp_window.height // 2,
                                anchor_x='center',
                                anchor_y='center',
                                batch=overlay_batch)
        objects.append(txt)
        temp_window.set_visible()
        pyglet.app.run()
        return
    else:
        temp_window.close()

    if not os.path.exists(level_path):
        os.mkdir(level_path)

    if not os.path.exists(config_file):
        config = configparser.ConfigParser()
        config['Client'] = {
            'resolution': '1920x1080',
            'fullscreen': 'False',
            'windowstyle': 'Borderless',
            'monitor': '0',
            'vsync': 'False'
        }
        with open(config_file, 'w') as f:
            config.write(f)
    else:
        config = configparser.ConfigParser()
        config.read(config_file)

    style = None if config['Client']['windowstyle'].lower(
    ) == 'default' else config['Client']['windowstyle'].lower()
    resolution = config['Client']['resolution'].split('x')
    window = pyglet.window.Window(
        caption='InvictusClient',
        width=int(resolution[0]),
        height=int(resolution[1]),
        style=style,
        fullscreen=config['Client']['fullscreen'].lower() == 'true',
        screen=pyglet.canvas.get_display().get_screens()[int(
            config['Client']['monitor'])],
        vsync=config['Client']['vsync'].lower() == 'true')
    del style, resolution

    pyglet.resource.path = [
        str(resource_path),
        str(image_path),
        str(audio_path),
        str(level_path)
    ]
    test_obj = Collidable(rel_pos_vector=Vector(0, 0),
                          window_width=window.width,
                          window_height=window.height,
                          image_path='green.png',
                          batch=asset_batch)
    collidables.append(test_obj)
    test_plyr = Player(rel_pos_vector=Vector(16, 9),
                       window_width=window.width,
                       window_height=window.height,
                       image_path='blue.png',
                       batch=asset_batch)
    window.push_handlers(test_plyr.key_handler)
    collidables.append(test_obj)
    collidables.append(test_plyr)
    physics_objects.append(test_plyr)
    players.append(test_plyr)

    @window.event
    def on_draw():
        window.clear()
        asset_batch.draw()
        overlay_batch.draw()

    def update(dt, window_width, window_height):
        cells: {Collidable} = {}
        for collidable in collidables:
            for cell in collidable.cells:
                if (cell[0] * cell[1]) not in cells:
                    cells[cell[0] * cell[1]] = []
                cells[cell[0] * cell[1]].append(collidable)
        for cell in cells:
            for collidable in cells[cell]:
                for collidable2 in cells[cell]:
                    if collidable.is_colliding(collidable2):
                        print("Colliding")
        for player in players:
            player.on_update(dt, window_width, window_height)

    pyglet.clock.schedule_interval(update,
                                   1 / 120,
                                   window_width=window.width,
                                   window_height=window.height)
    pyglet.app.run()