From: Skullheadx Date: Thu, 26 Jan 2023 23:44:28 +0000 (-0500) Subject: final cleanup X-Git-Url: http://git.skullheadx.com/nixos/static/git-logo.png?a=commitdiff_plain;h=f83d502e6e80fdcd81f0a686be0e4a62a97df6fc;p=Collision-Simulation.git final cleanup --- diff --git a/collision.py b/collision.py index ff75311..12d9d8f 100644 --- a/collision.py +++ b/collision.py @@ -29,25 +29,25 @@ def detectRightCollision(particle, box): 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 diff --git a/display.py b/display.py index 218f056..6045f91 100644 --- a/display.py +++ b/display.py @@ -3,12 +3,17 @@ import random 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 @@ -26,14 +31,14 @@ class Display: 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), @@ -55,7 +60,6 @@ class Display: self.draw(screen) pygame.display.update() delta = clock.tick() - # print(delta) pygame.quit() def update(self, delta): @@ -68,7 +72,7 @@ class Display: 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) @@ -82,7 +86,6 @@ class Display: if self.collided_last_frame.__contains__((particle2, particle1)): self.collided_last_frame.remove((particle2, particle1)) - def draw(self, surf): surf.fill(BLACK) @@ -92,4 +95,13 @@ class Display: 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)