forked from s444420/AL-2020
177 lines
5.4 KiB
Python
177 lines
5.4 KiB
Python
#!/usr/bin/env python
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"""A pgyame.mask collition detection example
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exports main()
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This module can also be run as a stand-alone program, excepting
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one or more image file names as command line arguments.
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"""
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import sys, random
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import pygame, pygame.image, pygame.surface, pygame.time, pygame.display
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def maskFromSurface(surface, threshold = 127):
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#return pygame.mask.from_surface(surface, threshold)
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mask = pygame.mask.Mask(surface.get_size())
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key = surface.get_colorkey()
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if key:
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for y in range(surface.get_height()):
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for x in range(surface.get_width()):
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if surface.get_at((x,y)) != key:
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mask.set_at((x,y),1)
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else:
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for y in range(surface.get_height()):
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for x in range (surface.get_width()):
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if surface.get_at((x,y))[3] > threshold:
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mask.set_at((x,y),1)
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return mask
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def vadd(x,y):
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return [x[0]+y[0],x[1]+y[1]]
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def vsub(x,y):
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return [x[0]-y[0],x[1]-y[1]]
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def vdot(x,y):
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return x[0]*y[0]+x[1]*y[1]
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class Sprite:
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def __init__(self, surface, mask = None):
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self.surface = surface
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if mask:
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self.mask = mask
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else:
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self.mask = maskFromSurface(self.surface)
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self.setPos([0,0])
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self.setVelocity([0,0])
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def setPos(self,pos):
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self.pos = [pos[0],pos[1]]
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def setVelocity(self,vel):
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self.vel = [vel[0],vel[1]]
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def move(self,dr):
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self.pos = vadd(self.pos,dr)
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def kick(self,impulse):
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self.vel[0] += impulse[0]
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self.vel[1] += impulse[1]
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def collide(self,s):
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"""Test if the sprites are colliding and
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resolve the collision in this case."""
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offset = [int(x) for x in vsub(s.pos,self.pos)]
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overlap = self.mask.overlap_area(s.mask,offset)
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if overlap == 0:
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return
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"""Calculate collision normal"""
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nx = (self.mask.overlap_area(s.mask,(offset[0]+1,offset[1])) -
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self.mask.overlap_area(s.mask,(offset[0]-1,offset[1])))
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ny = (self.mask.overlap_area(s.mask,(offset[0],offset[1]+1)) -
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self.mask.overlap_area(s.mask,(offset[0],offset[1]-1)))
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if nx == 0 and ny == 0:
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"""One sprite is inside another"""
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return
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n = [nx,ny]
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dv = vsub(s.vel,self.vel)
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J = vdot(dv,n)/(2*vdot(n,n))
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if J > 0:
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"""Can scale up to 2*J here to get bouncy collisions"""
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J *= 1.9
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self.kick([nx*J,ny*J])
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s.kick([-J*nx,-J*ny])
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return
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"""Separate the sprites"""
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c1 = -overlap/vdot(n,n)
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c2 = -c1/2
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self.move([c2*nx,c2*ny])
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s.move([(c1+c2)*nx,(c1+c2)*ny])
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def update(self,dt):
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self.pos[0] += dt*self.vel[0]
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self.pos[1] += dt*self.vel[1]
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def main(*args):
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"""Display multiple images bounce off each other using collition detection
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Positional arguments:
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one or more image file names.
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This pygame.masks demo will display multiple moving sprites bouncing
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off each other. More than one sprite image can be provided.
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"""
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if len(args) == 0:
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raise ValueError("Require at least one image file name: non given")
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print ('Press any key to quit')
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screen = pygame.display.set_mode((640,480))
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images = []
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masks = []
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for impath in args:
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images.append(pygame.image.load(impath).convert_alpha())
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masks.append(maskFromSurface(images[-1]))
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numtimes = 10
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import time
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t1 = time.time()
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for x in range(numtimes):
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m = maskFromSurface(images[-1])
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t2 = time.time()
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print ("python maskFromSurface :%s" % (t2-t1))
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t1 = time.time()
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for x in range(numtimes):
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m = pygame.mask.from_surface(images[-1])
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t2 = time.time()
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print ("C pygame.mask.from_surface :%s" % (t2-t1))
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sprites = []
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for i in range(20):
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j = i % len(images)
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s = Sprite(images[j],masks[j])
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s.setPos((random.uniform(0,screen.get_width()),
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random.uniform(0,screen.get_height())))
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s.setVelocity((random.uniform(-5,5),random.uniform(-5,5)))
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sprites.append(s)
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pygame.time.set_timer(pygame.USEREVENT,33)
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while 1:
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event = pygame.event.wait()
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if event.type == pygame.QUIT:
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return
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elif event.type == pygame.USEREVENT:
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"""Do both mechanics and screen update"""
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screen.fill((240,220,100))
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for i in range(len(sprites)):
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for j in range(i+1,len(sprites)):
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sprites[i].collide(sprites[j])
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for s in sprites:
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s.update(1)
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if s.pos[0] < -s.surface.get_width()-3:
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s.pos[0] = screen.get_width()
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elif s.pos[0] > screen.get_width()+3:
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s.pos[0] = -s.surface.get_width()
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if s.pos[1] < -s.surface.get_height()-3:
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s.pos[1] = screen.get_height()
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elif s.pos[1] > screen.get_height()+3:
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s.pos[1] = -s.surface.get_height()
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screen.blit(s.surface,s.pos)
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pygame.display.update()
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elif event.type == pygame.KEYDOWN:
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return
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if __name__ == '__main__':
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if len(sys.argv) < 2:
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print ('Usage: mask.py <IMAGE> [<IMAGE> ...]')
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print ('Let many copies of IMAGE(s) bounce against each other')
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print ('Press any key to quit')
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else:
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main(*sys.argv[1:])
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