game: add: padding to collision
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4a97df6f38
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828e136bcc
@ -107,6 +107,10 @@ class Game
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ctx.clearRect(0, 0, this.config.size_x, this.config.size_y);
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this.draw_sides(ctx);
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this.ball.render(ctx);
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ctx.strokeStyle = "#000000";
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ctx.lineWidth = this.config.stroke_thickness;
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ctx.stroke();
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}
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_send(data)
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@ -77,8 +77,13 @@ class GameConfig
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*/
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this.ball_spawn_y = this.center_y;
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/**
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* @type {Number}
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*/
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this.stroke_thickness = response_data.STROKE_THICKNESS;
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return 0;
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}
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}
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export { GameConfig }
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export { GameConfig };
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@ -17,4 +17,6 @@ BALL_SIZE = 4
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BALL_SPAWN_POS_X = MAP_SIZE_X / 2
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BALL_SPAWN_POS_Y = MAP_SIZE_Y / 2
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SERVER_TPS = 20
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SERVER_TPS = 20
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STROKE_THICKNESS = 10
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@ -18,7 +18,7 @@ class Ball:
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def reset(self) -> None:
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self.size = config.BALL_SIZE
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self.position = Point(config.BALL_SPAWN_POS_X + self.size / 2, config.BALL_SPAWN_POS_Y + self.size / 2)
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self.angle = math.pi * 1
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self.angle = math.pi * 0.3
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self.speed = config.BALL_SPEED_START
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def to_dict(self) -> dict:
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@ -115,6 +115,9 @@ def get_impact_point(segments: list[Segment], ball: Ball) -> dict:
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cos: float = round(math.cos(ball.angle), 6)
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sin: float = round(math.sin(ball.angle), 6)
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inc_x: float = (-1) * get_sign(cos) * (config.STROKE_THICKNESS + config.BALL_SIZE / 2)
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inc_y: float = get_sign(sin) * (config.STROKE_THICKNESS + config.BALL_SIZE / 2)
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point: Point = Point(ball.position.x + cos, ball.position.y - sin)
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ball_segment = Segment(ball.position, point)
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@ -122,8 +125,16 @@ def get_impact_point(segments: list[Segment], ball: Ball) -> dict:
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closest: dict = None
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for segment in segments:
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segment_with_padding = segment.copy()
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segment_with_padding.start.x += inc_x
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segment_with_padding.stop.x += inc_x
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segment_with_padding.start.y += inc_y
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segment_with_padding.stop.y += inc_y
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impact: Point = get_interception(segment, ball_segment)
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impact: Point = get_interception(segment_with_padding, ball_segment)
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if (impact is None):
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continue
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@ -136,17 +147,13 @@ def get_impact_point(segments: list[Segment], ball: Ball) -> dict:
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if (get_sign(diff_y) != get_sign(sin) and sin != 0):
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continue
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impact_with_padding: Point = impact.copy()
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impact_with_padding.x += (ball.size / 2) * get_sign(cos) * (-1)
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impact_with_padding.y += (ball.size / 2) * get_sign(sin)
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if (closest is None or impact_with_padding.distance(ball.position) < closest.get("distance")):
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if (closest is None or impact.distance(ball.position) < closest.get("distance")):
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closest = {
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"impact_with_padding": impact_with_padding,
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"inc_x": inc_x,
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"inc_y": inc_y,
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"impact": impact,
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"segment": segment,
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"distance": impact_with_padding.distance(ball.position),
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"distance": impact.distance(ball.position),
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}
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return closest
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@ -167,7 +174,7 @@ def wall_collision(ball_angle: float, wall_angle: float) -> float:
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return new_angle
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def paddle_collision(ball: Ball, impact: Point, player: Player):
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def paddle_collision(ball: Ball, impact: Point, player: Player, inc_x: float, inc_y: float):
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diff_x: float = player.rail.stop.x - player.rail.start.x
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diff_y: float = player.rail.stop.y - player.rail.start.y
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@ -190,8 +197,12 @@ def paddle_collision(ball: Ball, impact: Point, player: Player):
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paddle: Segment = Segment(start, stop)
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if (not paddle.is_on(impact)):
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print(not paddle.is_on(impact))
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hit_point: Point = Point(impact.x - inc_x, impact.y - inc_y)
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print(hit_point, paddle)
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if (not paddle.is_on(hit_point)):
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print(not paddle.is_on(hit_point))
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return None
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return ball.angle + math.pi
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@ -216,7 +227,7 @@ def collision(game: Game, impact_data: dict) -> bool:
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angle = wall_collision(game.ball.angle, surface_angle)
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else:
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angle = paddle_collision(game.ball, impact_data.get("impact"), player_hitted)
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angle = paddle_collision(game.ball, impact_data.get("impact"), player_hitted, impact_data.get("inc_x"), impact_data.get("inc_y"))
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if (angle is None):
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return False
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@ -239,7 +250,7 @@ async def update_ball(game: Game, impact_data: dict) -> None:
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print("Goal")
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game.ball.reset()
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else:
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game.ball.position = impact_data.get("impact_with_padding")
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game.ball.position = impact_data.get("impact")
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await SyncToAsync(game.broadcast)("update_ball", game.ball.to_dict())
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@ -20,8 +20,10 @@ class GameConfigView(APIView):
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"PADDLE_SPEED_PER_SECOND_MAX": config.PADDLE_SPEED_PER_SECOND_MAX,
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"PADDLE_RATIO": config.PADDLE_RATIO,
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"BALL_SIZE": config.BALL_SIZE,
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"BALL_SIZE": config.BALL_SIZE,
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"BALL_SPEED_INC": config.BALL_SPEED_INC,
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"BALL_SPEED_START": config.BALL_SPEED_START
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"BALL_SPEED_START": config.BALL_SPEED_START,
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"STROKE_THICKNESS": config.STROKE_THICKNESS,
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}
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return Response(config_data, status = status.HTTP_200_OK)
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