def handleTopCollision(particle, box):
particle.velocity.y *= -1
- # particle.position.y = box.top + particle.radius
+ particle.position.y = box.top + particle.radius
return True
def handleBottomCollision(particle, box):
particle.velocity.y *= -1
- # particle.position.y = box.bottom - particle.radius
+ particle.position.y = box.bottom - particle.radius
return True
def handleLeftCollision(particle, box):
particle.velocity.x *= -1
- # particle.position.x = box.left + particle.radius
+ particle.position.x = box.left + particle.radius
return True
def handleRightCollision(particle, box):
particle.velocity.x *= -1
- # particle.position.x = box.right - particle.radius
+ particle.position.x = box.right - particle.radius
return True
import pygame
from box import Box
-from collision import sweepAndPrune, handleParticleCollision, detectParticleCollision, spacePartitioning, smarterSpacePartitioning
+from collision import handleParticleCollision, detectParticleCollision, spacePartitioning
from colours import *
from particle import Particle
pygame.init()
+icon = pygame.Surface((32, 32), pygame.SRCALPHA, 32)
+pygame.draw.circle(icon, RED, (16, 16), 16)
+pygame.draw.circle(icon, BLACK, (16, 16), 16, 1)
+pygame.display.set_icon(icon)
+
class Display:
WIDTH, HEIGHT = 1080, 720
self.collision_objects = {layer: [] for layer in range(self.COLLISION_LAYERS)}
self.particles = []
- rows = 3
- cols = 3
+ rows = 10
+ cols = 10
w, h = self.WIDTH / cols, self.HEIGHT / rows
for i in range(1, 1 + cols):
for j in range(1, 1 + rows):
- r = random.randint(10, 30)
+ r = random.randint(10, 25)
speed = 0.5
self.particles.append(Particle((w * i - w / 2, h * j - h / 2),
((random.random() - 0.5) * speed, (random.random() - 0.5) * speed),
self.draw(screen)
pygame.display.update()
delta = clock.tick()
- # print(delta)
pygame.quit()
def update(self, delta):
for particle in self.particles:
particle.update(delta)
- for particle1, particle2 in smarterSpacePartitioning(self.particles):
+ for particle1, particle2 in spacePartitioning(self.particles, self.WIDTH, self.HEIGHT):
if (particle1, particle2) not in self.collided_last_frame and (
particle2, particle1) not in self.collided_last_frame:
handleParticleCollision(particle1, particle2)
if self.collided_last_frame.__contains__((particle2, particle1)):
self.collided_last_frame.remove((particle2, particle1))
-
def draw(self, surf):
surf.fill(BLACK)
particle.draw(surf)
# for p1, p2 in sweepAndPrune(self.particles):
- # pygame.draw.line(surf, GREEN, p1.position, p2.position, 3)
+ # if p1 != p2:
+ # pygame.draw.line(surf, GREEN, p1.position, p2.position, 3)
+
+ # for p1, p2 in spacePartitioning(self.particles, self.WIDTH, self.HEIGHT):
+ # if p1 != p2:
+ # pygame.draw.line(surf, GREEN, p1.position, p2.position, 3)
+
+ # for p1, p2 in smarterSpacePartitioning(self.particles):
+ # if p1 != p2:
+ # pygame.draw.line(surf, GREEN, p1.position, p2.position, 3)