From 326368cdbfc81114a0e0ef7b5f6f38b9421f8b45 Mon Sep 17 00:00:00 2001 From: starnakin Date: Fri, 2 Feb 2024 15:00:59 +0100 Subject: [PATCH] game: fix: colision: cosition work horizontally --- games/routine.py | 162 +++++++++++++++++++++++++++++------------------ 1 file changed, 100 insertions(+), 62 deletions(-) diff --git a/games/routine.py b/games/routine.py index 3dfbcbf..20861b1 100644 --- a/games/routine.py +++ b/games/routine.py @@ -22,9 +22,12 @@ from asgiref.sync import SyncToAsync from time import sleep +VERTICALLY = 1 +NORMAL = 2 + def get_sign(num: float) -> int: if (num == 0): - return 1 + return 0 if (num > 0): return 1 if (num < 0): @@ -34,112 +37,147 @@ def simplify_angle(angle: float): return (angle + 2 * math.pi) % (2 * math.pi) -def exclude_invalid_segments(segments: list[Segment], ball: Ball): - - cos: float = math.cos(ball.angle) - sin: float = math.sin(ball.angle) - - valid_segments = [] - - print(ball.angle) - angle: float = ball.angle - - for segment in segments: - - diff_x: float = segment.start.x - ball.position.x - diff_y: float = segment.start.y - ball.position.y - - start_angle: float = math.atan2(diff_y, diff_x) - - diff_x: float = segment.stop.x - ball.position.x - diff_y: float = segment.stop.y - ball.position.y - stop_angle: float = math.atan2(diff_y, diff_x) - - min_angle: float = min(start_angle, stop_angle) - max_angle: float = max(start_angle, stop_angle) - - print(min_angle, max_angle) - - if not (min_angle <= angle <= max_angle): - continue - - start_cos: float = math.cos(start_angle) - start_sin: float = math.sin(start_angle) - stop_cos: float = math.cos(stop_angle) - stop_sin: float = math.sin(stop_angle) - - if (get_sign(start_cos) != get_sign(cos) and get_sign(cos) != get_sign(stop_cos)): - continue - - if (get_sign(start_sin) != get_sign(sin) and get_sign(sin) != get_sign(stop_sin)): - continue - - valid_segments.append(segment) - - return valid_segments - -def get_derive(segment: Segment): +def get_derive(segment: Segment) -> float: if (segment.start.x == segment.stop.x): return None return (segment.stop.y - segment.start.y) / (segment.stop.x - segment.stop.y) -def get_intercept(derive: float, point: Point): +def get_intercept(derive: float, point: Point) -> float: if (derive is None): return None return point.y - (point.x * derive) -def get_interception(segment1: Segment, segment2: Segment): +def get_constant(segment: Segment) -> float: - #TODO https://chat.openai.com/c/3fd8b80f-86cc-4fb9-8ff1-44c108f5ccae - pass + return segment.start.x + +def identify(segment: Segment) -> str: + + if (segment.start.x == segment.stop.x): + return VERTICALLY + return NORMAL + +def get_interception(segment1: Segment, segment2: Segment): + + if (identify(segment1) == VERTICALLY and identify(segment2) == VERTICALLY): + return None + + if (identify(segment1) == NORMAL and identify(segment2) == NORMAL): + + # representation m * x + p + + m1 = get_derive(segment1) + m2 = get_derive(segment2) + + p1 = get_intercept(m1, segment1.start) + p2 = get_intercept(m2, segment2.start) + + # m1 * x + p1 = m2 * x + p2 + # m1 * x = m2 * x + p2 -p1 + # m1 * x - m2 * x = p1 - p2 + # x * (m1 - m2) = p1 - p2 + # x = (p1 - p2) / (m1 - m2) + if (m1 == m2): + return None + else: + x: float = (p1 - p2) / (m1 - m2) + + y: float = m1 * x + p1 + + + else: + + if (identify(segment1) == VERTICALLY): + constant: float = get_constant(segment1) + m: float = get_derive(segment2) + p: float = get_intercept(m, segment2.start) + else: + constant: float = get_constant(segment2) + m: float = get_derive(segment1) + p: float = get_intercept(m, segment1.start) + + x: float = constant + y: float = m * x + p + + impact: Point = Point(x,y) + + return impact def get_impact_point(segments: list[Segment], ball: Ball): - valid_segments: list[Segment] = exclude_invalid_segments(segments, ball) + cos: float = round(math.cos(ball.angle), 6) + sin: float = round(math.sin(ball.angle), 6) - point: Point = Point(ball.position.x + math.cos(ball.angle), ball.position.y + math.sin(ball.angle)) + print("cos:", cos) + print("sin:", sin) + + point: Point = Point(ball.position.x + cos, ball.position.y + sin) + + ball_segment = Segment(ball.position, point) closest: Point = None - distance: float = None - for segment in valid_segments: + for segment in segments: - impact: Point = get_interception(Segment(ball.position, point), segment) - distance2: float = impact.distance(ball.position) + impact: Point = get_interception(segment, ball_segment) - if (closest is None or distance2 < distance): + if (impact is None): + continue + + diff_x: float = ball.position.x - impact.x + print("x:", diff_x) + if (get_sign(diff_x) != get_sign(cos)): + continue + print("OK: X") + + diff_y: float = ball.position.y - impact.y + print("y:", diff_y) + if (get_sign(diff_y) == get_sign(sin)): + continue + print("OK: Y") + + print("OK: PARFAIT") + + impact.x += (ball.size / 2) * get_sign(cos) * (-1) + impact.y += (ball.size / 2) * get_sign(sin) * (-1) + + if (closest is None or impact.distance(ball.position) < closest.distance(ball.position)): closest = impact - distance = distance2 return closest async def update_ball(game: Game, impact: Point): - distance: float = impact.distance(game.ball.position) - game.ball.size / 2 + distance: float = impact.distance(game.ball.position) + + print("distance:", distance) time_before_impact: float = distance / game.ball.speed + print("time:", time_before_impact) + await asyncio.sleep(time_before_impact) - game.ball.angle = game.ball.angle + 180 + game.ball.angle = game.ball.angle + math.pi game.ball.position = impact await SyncToAsync(game.broadcast)("update_ball", game.ball.to_dict()) async def render(game: Game): - + while True: segments: list[Segment] = [player.rail for player in game.players] + [wall.rail for wall in game.walls] impact = get_impact_point(segments, game.ball) - + await update_ball(game, impact) + print("bozo") def routine(game: Game):