game: fix: colision: cosition work horizontally

This commit is contained in:
starnakin 2024-02-02 15:00:59 +01:00
parent 6552b58815
commit fe98a0f52f

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@ -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):