-def handleBoxCollision(particle, box):
+def handleBoxCollision(particle, box): # Discrete Collision Detection
if particle.left <= box.left or particle.right >= box.right:
particle.velocity.x *= -1
if particle.bottom >= box.bottom or particle.top <= box.top:
-import pygame
from math import copysign
-from colours import *
+
+import pygame
+
from box import Box
from collision import handleBoxCollision
+from colours import *
class Particle:
self.collision_layer = collision_layer
- def update(self, delta):
- self.velocity.x = min(self.speed_limit, abs(self.velocity.x + self.acceleration.x * delta))\
- * copysign(1, self.velocity.x + self.acceleration.x * delta)
- self.velocity.y = min(self.speed_limit, abs(self.velocity.y + self.acceleration.y * delta))\
- * copysign(1, self.velocity.y + self.acceleration.y * delta)
+ def get_next_frame(self, position, velocity, delta):
+ vel = pygame.Vector2()
+ pos = pygame.Vector2()
+
+ vel.x = min(self.speed_limit, abs(velocity.x + self.acceleration.x * delta)) \
+ * copysign(1, velocity.x + self.acceleration.x * delta)
+ vel.y = min(self.speed_limit, abs(velocity.y + self.acceleration.y * delta)) \
+ * copysign(1, velocity.y + self.acceleration.y * delta)
+
+ pos.x = position.x + velocity.x * delta
+ pos.y = position.y + velocity.y * delta
- self.position.x += self.velocity.x * delta
- self.position.y += self.velocity.y * delta
+ return pos, vel
+
+ def update(self, delta):
+ self.position, self.velocity = self.get_next_frame(self.position, self.velocity, delta)
self.left = self.position.x - self.radius
self.right = self.position.x + self.radius