def __init__(self, name = False, x_pos = False, y_pos = False, radius = False): Obj.__init__(self, name) self.position = Position(float(x_pos), float(y_pos)) self.velocity = Velocity(0.0, 0.0) self.radius = radius if radius else settings.PUCK_RADIUS self.mass = settings.PUCK_MASS
def wall_collision(pos0, puck, dt): rad = puck.get_radius() posf = puck.get_position() #There's a lot of subtracting of the radius and other similar operations here. #This is because the interpolation of the impact point must be skewed because #the pucks arn't just a single point, they have a discrete width. #if we hit the top, reverse y-velocity if puck.get_y() + rad >= settings.TABLE_HEIGHT: #get the x coordinate of impact x_impact = physics.linear_interpolate_x(pos0, posf, settings.TABLE_HEIGHT - rad) impact_pos = Position(x_impact, settings.TABLE_HEIGHT - rad) time_to_impact = (impact_pos.get_y() - pos0.get_y()) / puck.get_vy() #how much time remains in the timestep time_remaining = dt - time_to_impact puck.set_vy(-1 * puck.get_vy()) #set pucks new position including evolution from left over timestep puck.set_x(x_impact + (puck.get_vx() * time_remaining)) puck.set_y((settings.TABLE_HEIGHT - rad) + (puck.get_vy() * time_remaining)) #if we hit the right side, reverse the x-velocity elif puck.get_x() + rad >= settings.TABLE_WIDTH: #get the y coordinate of impact y_impact = physics.linear_interpolate_y(pos0, posf, settings.TABLE_WIDTH - rad) impact_pos = Position(settings.TABLE_WIDTH - rad, y_impact) time_to_impact = (impact_pos.get_x() - pos0.get_x()) / puck.get_vx() #how much time remains in the timestep time_remaining = dt - time_to_impact puck.set_vx(-1 * puck.get_vx()) #set pucks new position including evolution from left over timestep puck.set_x((settings.TABLE_WIDTH - rad) + (puck.get_vx() * time_remaining)) puck.set_y(y_impact + (puck.get_vy() * time_remaining)) #if we hit the bottom, reverse y-velocity * make contact with paddle elif puck.get_y() - rad <= 0: #get the x coordinate of impact x_impact = physics.linear_interpolate_x(pos0, posf, rad) impact_pos = Position(x_impact, rad) time_to_impact = (impact_pos.get_y() - pos0.get_y()) / puck.get_vy() #how much time remains in the timestep time_remaining = dt - time_to_impact puck.set_vy((-1 * puck.get_vy()) + physics.paddle_impact()) #set pucks new position including evolution from left over timestep puck.set_x(x_impact + (puck.get_vx() * time_remaining)) puck.set_y(rad + (puck.get_vy() * time_remaining)) #if we hit the left side, reverse the x-velocity elif puck.get_x() - rad <= 0: #get the y coordinate of impact y_impact = physics.linear_interpolate_y(pos0, posf, rad) impact_pos = Position(rad, y_impact) time_to_impact = (impact_pos.get_x() - pos0.get_x()) / puck.get_vx() #how much time remains in the timestep time_remaining = dt - time_to_impact puck.set_vx(-1 * puck.get_vx()) #set pucks new position including evolution from left over timestep puck.set_x(rad + (puck.get_vx() * time_remaining)) puck.set_y(y_impact + (puck.get_vy() * time_remaining)) return puck
class Puck(Obj): def __init__(self, name = False, x_pos = False, y_pos = False, radius = False): Obj.__init__(self, name) self.position = Position(float(x_pos), float(y_pos)) self.velocity = Velocity(0.0, 0.0) self.radius = radius if radius else settings.PUCK_RADIUS self.mass = settings.PUCK_MASS def get_mass(self): return self.mass def set_mass(self, mass): self.mass = mass def get_position(self): return self.position def set_position(self, position): self.position = position def get_x(self): return self.position.get_x() def set_x(self, x_pos): self.position.set_x(float(x_pos)) def get_y(self): return self.position.get_y(); def set_y(self, y_pos): self.position.set_y(float(y_pos)) def get_radius(self): return self.radius def set_radius(self, radius): self.radius = float(radius) def get_velocity(self): return self.velocity def set_velocity(self, velocity): self.velocity = velocity def get_vx(self): return self.velocity.get_x() def set_vx(self, vx): self.velocity.set_x(float(vx)) def get_vy(self): return self.velocity.get_y(); def set_vy(self, vy): self.velocity.set_y(float(vy)) def __str__(self): return "Puck: %s at (%s, %s) going (%s, %s)" % ( self.get_name(), self.get_x(), self.get_y(), self.get_vx(), self.get_vy() )