game: add: vector colision (Not work)

This commit is contained in:
2024-02-01 13:18:11 +01:00
committed by AdrienLSH
parent 3e4d52c645
commit 4b092b31bb
12 changed files with 260 additions and 153 deletions

View File

@ -9,73 +9,99 @@ if TYPE_CHECKING:
from .objects.Ball import Ball
from .objects.Point import Point
from .objects.Vector import Point
from .objects.Segment import Segment
from .objects.Vector import Vector
from . import config
import math
import asyncio
from asgiref.sync import SyncToAsync
from time import sleep
#see the video to understand the algorithme
#https://www.youtube.com/watch?v=KOYoMYWUTEo
def determine_director_coefficient(segment: Segment):
return ((segment.start.y - segment.stop.y) / (segment.start.x - segment.stop.x))
def get_sign(num: float):
return 1 if num >= 0 else -1
def determine_ordinate_at_origin(point: Point, director_cofficient: float):
return point.y - point.x * director_cofficient
def get_impact_point(segments: list[Segment], ball: Ball):
def determine_intersection(director_coefficient1: float, ordinate_at_origin1: float, director_coefficient2: float, ordinate_at_origin2: float):
if (director_coefficient1 == director_coefficient2):
return None
return (ordinate_at_origin1 + ordinate_at_origin2) / (director_coefficient1 + director_coefficient2)
angle_radian: float = ball.angle * math.pi / 180
def determine_intersections(ball: Ball, segments: list[Segment]):
intersections: list[Point] = []
direction_vector: Vector = Vector(math.cos(angle_radian), math.sin(angle_radian))
x: float = ball.position.x
if (direction_vector.x > 0):
x = x + ball.size / 2
elif (direction_vector.x < 0):
x = x - ball.size / 2
y: float = ball.position.y
if (direction_vector.y > 0):
y = y + ball.size / 2
elif (direction_vector.y < 0):
y = y - ball.size / 2
position: Point = Point(x, y)
for segment in segments:
# form m * x + p
m: float = determine_director_coefficient(segment)
p: float = determine_ordinate_at_origin(segment.start, m)
segment_vector: Vector = Vector(segment.start.x - segment.stop.x, segment.start.y - segment.stop.y)
segment_vector_unit = segment_vector / segment_vector.norm
x: float = determine_intersection(m, p, ball.velocity_y, 0)
scalar: float = segment_vector_unit.scalar(direction_vector)
if (x is None):
continue
y: float = m * x + p
intersections.append(Point(x, y))
if (scalar < 0.01):
continue
return intersections
print(segment_vector, segment_vector_unit, direction_vector)
distance: float = scalar * segment_vector.norm / 2
impact_x: float = position.x + distance * direction_vector.x
impact_y: float = position.y + distance * direction_vector.y
impact: Point = Point(impact_x, impact_y)
print("impact", impact)
return impact
async def update_ball(game: Game, impact: Point):
distance: float = impact.distance(game.ball.position) - game.ball.size / 2
time_before_impact: float = distance / game.ball.speed
await asyncio.sleep(time_before_impact)
game.ball.angle = game.ball.angle + 180
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)
def determine_distance_between_ball_and_wall(ball: Ball, segments: list[Segment]):
intersections: list[Point] = determine_intersections(ball, segments)
distances = list(map(math.dist, intersections))
return min(distances)
def render(ball: Ball, game: Game):
segments: list[Segment] = [player.rail for player in game.players]
print(determine_distance_between_ball_and_wall(ball))
def routine(game: Game):
asyncio.run(render(game))
while True:
for player in game._updated_players:
game.broadcast("update_paddle", player.to_dict(), [player])
game._updated_players.clear()
if (game.started):
game.ball.postion_x = game.ball.postion_x + game.ball.velocity_x
game.ball.postion_y = game.ball.postion_y + game.ball.velocity_y
game.broadcast("update_ball", game.ball.to_dict())
sleep(1 / config.SERVER_TPS)