optimize if statements checking arrays - python

I wrote some code to make a terrain generation algorithm, and it takes "forever" to run. I managed to trace the issue back to a breadth first search algorithm that I made, and more specifically, these first 4 if statements that check if the current cell's neighbors are valid spots to move to. The rest of the function is because I have multiple searches going at the same time exploring different areas and I delete one of them if two touch.
for self.x, self.y in self.active:
# Fix from here
if grid[self.x][self.y-1] == 1 and (self.x,self.y-1) not in self.searched:
self.searched.append((self.x,self.y-1))
self.nextActive.append((self.x,self.y-1))
if grid[self.x+1][self.y] == 1 and (self.x+1,self.y) not in self.searched:
self.searched.append((self.x+1,self.y))
self.nextActive.append((self.x+1,self.y))
if grid[self.x][self.y+1] == 1 and (self.x,self.y+1) not in self.searched:
self.searched.append((self.x,self.y+1))
self.nextActive.append((self.x,self.y+1))
if grid[self.x-1][self.y] == 1 and (self.x-1,self.y) not in self.searched:
self.searched.append((self.x-1,self.y))
self.nextActive.append((self.x-1,self.y))
# to here it takes 0.00359s * about 1000 cycles
self.active = self.nextActive[:]
self.nextActive = []
if self.active == []:
self.full = True
return
for i in self.active:
for searcher in breathClassList:
if searcher == self: continue
if i in searcher.searched:
if len(self.searched) >= len(searcher.searched):
breathClassList.remove(searcher)
elif self in breathClassList: breathClassList.remove(self)
break
if anyone has any suggestions to make this run faster, I am all ears.

It looks like self.searched is a list (as you're calling append on it). Looking for an item in a list will take time proportional to the length of the list in the worst case (that is the time complexity is O(n), where n is the length).
One thing you could do is make that list a set instead, because looking up an item happens in constant time (i.e. is constant as the number of items grows. Time complexity is O(1)). You can do this here, because you're storing tuples and those are immutable and therefore hashable.

Along with the answer from ndc85430, I would create the deltas for the search inside a separate array and loop this array to do updates. This will avoid the code repetition nicely (note using add here instead of append to show using sets instead.).
deltas = ((0, -1), (1, 0), (-1, 0), (0, 1))
for self.x, self.y in self.active:
for dx, dy in deltas:
x, y = self.x + dx, self.y + dy
if grid[x][y] == 1 and (x, y) not in self.searched:
self.searched.add((x, y))
self.nextActive.add((x, y))

Related

How to set magnitude and direction in a ZxZ grid

I'm working through a problem (using python) that asks me to do the following:
Starting from (0,0) and facing North in a \mathbb{Z} x \mathbb{Z} grid, and given a sequence of 'moves' (R for right, L for left, and F for forward by 1), what will be the final position of a particle assuming we can only move by 1's in the horizontal and vertical directions. For example, moves = 'RFRL' will put us at (1,0)
The difficulty I am having on getting started with this problem is that I don't know how to represent a "turn". An 'F' in the 'moves' will mean adding +-1 to the y coordinate depending if the particle is facing North or South, and +-1 to the x coordinate depending if the particle is facing East or West.
You just need to split the task into subtasks. You need to implement an operation of turning, and operation of going forward, with respect to where you're currently facing. For example, you can do like this.
def turn_right(current_direction):
next_direction_map = {'N':'E', 'E':'S', 'S':'W', 'W':'N'}
return next_direction_map[current_direction]
def turn_left(current_direction):
next_direction_map = {'N':'W', 'W':'S', 'S':'E', 'E':'N'}
return next_direction_map[current_direction]
def forward(current_position, current_direction):
x, y = current_position
if current_direction == 'N':
return (x, y+1)
elif current_direction == 'S':
return (x, y-1)
elif current_direction == 'E':
return (x+1, y)
elif current_direction == 'W':
return (x-1, y)
facing_direction = 'N'
current_position = (0, 0)
facing_direction = turn_right(facing_direction)
current_position = forward(current_position, facing_direction)
facing_direction = turn_right(facing_direction)
facing_direction = turn_left(facing_direction)
print(current_position, facing_direction)
Notice that using a dictionary I can tell with just 1 line where I'll be turning. A similar dictionary approach could be used in forward function too, but I'm afraid it would look scary (with lambdas stored inside the dictionary).
Now you're only left with reading the path string (RFRL), iterating over it with a loop, and calling an appropriate method on the current facing direction and current position. This I left for you (for educational purposes)

Will pygame.draw shapes still remain within the game if size/radius is 0 and stopped pygame.draw or screen.blit (showing on screen)

I have a question regarding FPS and memory, do any of you know if I use list and append pygame.squares/circles/other shapes, if radius or size minimized and became 0 and remove from the current list, stopped pygame.draw function after, but it will still stay in the game right??
So if I'm creating something like fire smoke effect (let's say create radius 12 pygame.draw.circles, append in a list, minimize, remove from list if radius <= 0 and stopped showing on screen), will the removed ones stored alot and slow down the whole speed and takes memory?? Do any of you know if theres any solution to this problem or minimize it?? Thank you, this will help me alot
def createparticle(self):
# make particle settings - original and fade size and add inside a list
self.mouseposition = pygame.mouse.get_pos()
self.x = pygame.mouse.get_pos[0]
self.y = pygame.mouse.get_pos[1]
self.fade_x = 1
self.fade_y = 1
self.radius = 12
self.ball = [[self.x, self.y], self.radius, [self.fade_x, self.fade_y]]
self.particles.append(self.ball)
def emit(self):
# run loop, blit and move particle
for p in self.particles:
p[0][1] += p[2][1]
p[0][0] += p[2][0]
p[1] -= 0.2
pygame.draw.circle(self.screen, pygame.Color('orange'), p[0], int(p[1]))
def deleteparticle(self):
# remove particle if size is smaller than 0
self.particles_copy = [p for p in self.particles if p[1] > 0]
self.particles = self.particles_copy
If they are removed from the list (and that is the only place references are stored of that object) they should get garbage collected and removed from the memory, draw doesn't create any game objects that stay in the game that way. It just simply changes some pixels on the screen and that is it (it does return
pygame.Rect but that can be ignored or if you store those in a list removing them will free the memory), those functions don't create any objects that just stay in the game as some kind of special object, that would be pretty poor design.

Efficient way to find overlapping of N rectangles

I am trying to find an efficient solution for finding overlapping of n rectangles where rectangles are stored in two separate lists. We are looking for all rectangles in listA that overlap with rectangles in listB (and vice versa). Comparing one element from the first list to second list could take immensely large amount of time. I am looking for an efficient solution.
I have two list of rectangles
rect = Rectangle(10, 12, 56, 15)
rect2 = Rectangle(0, 0,1, 15)
rect3 = Rectangle (10, 12, 56, 15)
listA = [rect, rect2]
listB = [rect3]
which is created from the class:
import numpy as np
import itertools as it
class Rectangle(object):
def __init__(self, left, right, bottom, top):
self.left = left
self.bottom = right
self.right = bottom
self.top = top
def overlap(r1, r2):
hoverlaps = True
voverlaps = True
if (r1.left > r2.right) or (r1.right < r2.left):
hoverlaps = False
if (r1.top < r2.bottom) or (r1.bottom > r2.top):
voverlaps = False
return hoverlaps and voverlaps
I need to compare rectangle in listA to listB the code goes like this which is highly inefficient - comparing one by one
for a in it.combinations(listB):
for b in it.combinations(listA):
if a.overlap(b):
Any better efficient method to deal with the problem?
First off: As with many a problem from computational geometry, specifying the parameters for order-of-growth analysis needs care: calling the lengths of the lists m and n, the worst case in just those parameters is Ω(m×n), as all areas might overlap (in this regard, the algorithm from the question is asymptotically optimal). It is usual to include the size of the output: t = f(m, n, o) (Output-sensitive algorithm).
Trivially, f ∈ Ω(m+n+o) for the problem presented.
Line Sweep is a paradigm to reduce geometrical problems by one dimension - in its original form, from 2D to 1D, plane to line.
Imagine all the rectangles in the plane, different colours for the lists.
 Now sweep a line across this plane - left to right, conventionally, and infinitesimally further to the right "for low y-coordinates" (handle coordinates in increasing x-order, increasing y-order for equal x).
 For all of this sweep (or scan), per colour keep one set representing the "y-intervals" of all rectangles at the current x-coordinate, starting empty. (In a data structure supporting insertion, deletion, and enumerating all intervals that overlap a query interval: see below.)
 Meeting the left side of a rectangle, add the segment to the data structure for its colour. Report overlapping intervals/rectangles in any other colour.
 At a right side, remove the segment.
 Depending on the definition of "overlapping", handle left sides before right sides - or the other way round.
There are many data structures supporting insertion and deletion of intervals, and finding all intervals that overlap a query interval. Currently, I think Augmented Search-Trees may be easiest to understand, implement, test, analyse…
Using this, enumerating all o intersecting pairs of axis-aligned rectangles (a, b) from listA and listB should be possible in O((m+n)log(m+n)+o) time and O(m+n) space. For sizeable problem instances, avoid data structures needing more than linear space ((original) Segment Trees, for one example pertaining to interval overlap).
Another paradigm in algorithm design is Divide&Conquer: with a computational geometry problem, choose one dimension in which the problem can be divided into independent parts, and a coordinate such that the sub-problems for "coordinates below" and "coordinates above" are close in expected run-time. Quite possibly, another (and different) sub-problem "including the coordinate" needs to be solved. This tends to be beneficial when a) the run-time for solving sub-problems is "super-log-linear", and b) there is a cheap (linear) way to construct the overall solution from the solutions for the sub-problems.
This lends itself to concurrent problem solving, and can be used with any other approach for sub-problems, including line sweep.
There will be many ways to tweak each approach, starting with disregarding input items that can't possibly contribute to the output. To "fairly" compare implementations of algorithms of like order of growth, don't aim for a fair "level of tweakedness": try to invest fair amounts of time for tweaking.
A couple of potential minor efficiency improvements. First, fix your overlap() function, it potentially does calculations it needn't:
def overlap(r1, r2):
if r1.left > r2.right or r1.right < r2.left:
return False
if r1.top < r2.bottom or r1.bottom > r2.top:
return False
return True
Second, calculate the contaning rectangle for one of the lists and use it to screen the other list -- any rectangle that doesn't overlap the container doesn't need to be tested against all the rectangles that contributed to it:
def containing_rectangle(rectangles):
return Rectangle(min(rectangles, key=lambda r: r.left).left,
max(rectangles, key=lambda r: r.right).right,
min(rectangles, key=lambda r: r.bottom).bottom,
max(rectangles, key=lambda r: r.top).top
)
c = containing_rectangle(listA)
for b in listB:
if b.overlap(c):
for a in listA:
if b.overlap(a):
In my testing with hundreds of random rectangles, this avoided comparisons on the order of single digit percentages (e.g. 2% or 3%) and occasionally increased the number of comparisons. However, presumably your data isn't random and might fare better with this type of screening.
Depending on the nature of your data, you could break this up into a container rectangle check for each batch of 10K rectangles out of 50K or what ever slice gives you maximum efficiency. Possibly presorting the rectangles (e.g. by their centers) before assigning them to container batches.
We can break up and batch both lists with container rectangles:
listAA = [listA[x:x + 10] for x in range(0, len(listA), 10)]
for i, arrays in enumerate(listAA):
listAA[i] = [containing_rectangle(arrays)] + arrays
listBB = [listB[x:x + 10] for x in range(0, len(listB), 10)]
for i, arrays in enumerate(listBB):
listBB[i] = [containing_rectangle(arrays)] + arrays
for bb in listBB:
for aa in listAA:
if bb[0].overlap(aa[0]):
for b in bb[1:]:
if b.overlap(aa[0]):
for a in aa[1:]:
if b.overlap(a):
With my random data, this decreased the comparisons on the order of 15% to 20%, even counting the container rectangle comparisons. The batching of rectangles above is arbitrary and you can likely do better.
The exception you're getting comes from the last line of the code you show. The expression list[rect] is not valid, since list is a class, and the [] syntax in that context is trying to index it. You probably want just [rect] (which creates a new list containing the single item rect).
There are several other basic issues, with your code. For instance, your Rect.__init__ method doesn't set a left attribute, which you seem to expect in your collision testing method. You've also used different capitalization for r1 and r2 in different parts of the overlap method (Python doesn't consider r1 to be the same as R1).
Those issues don't really have anything to do with testing more than two rectangles, which your question asks about. The simplest way to do that (and I strongly advise sticking to simple algorithms if you're having basic issues like the ones mentioned above), is to simply compare each rectangle with each other rectangle using the existing pairwise test. You can use itertools.combinations to easily get all pairs of items from an iterable (like a list):
list_of_rects = [rect1, rect2, rect3, rect4] # assume these are defined elsewhere
for a, b in itertools.combinations(list_of_rects, 2):
if a.overlap(b):
# do whatever you want to do when two rectangles overlap here
This implementation using numpy is about 35-40 times faster according to a test I did. For 2 lists each with 10000 random rectangles this method took 2.5 secs and the method in the question took ~90 sec. In terms of complexity it's still O(N^2) like the method in the question.
import numpy as np
rects1=[
[0,10,0,10],
[0,100,0,100],
]
rects2=[
[20,50,20,50],
[200,500,200,500],
[0,12,0,12]
]
data=np.asarray(rects2)
def find_overlaps(rect,data):
data=data[data[::,0]<rect[1]]
data=data[data[::,1]>rect[0]]
data=data[data[::,2]<rect[3]]
data=data[data[::,3]>rect[2]]
return data
for rect in rects1:
overlaps = find_overlaps(rect,data)
for overlap in overlaps:
pass#do something here
Obviously, if your list (at least listB) is sorted by r2.xmin, you can search for r1.xmax in listB and stop testing overlap of r1 in this listB (the rest will be to the right). This will be O(n·log(n)).
A sorted vector has faster access than a sorted list.
I'm supposing that the rectangles edges are oriented same as axis.
Also fix your overlap() function as cdlane explained.
If you know the upper and lower limits for coordinates, you can narrow the search by partitioning the coordinate space into squares e.g. 100x100.
Make one "set" per coordinate square.
Go through all squares, putting them in the "set" of any square they overlap.
See also Tiled Rendering which uses partitions to speed up graphical operations.
// Stores rectangles which overlap (x, y)..(x+w-1, y+h-1)
public class RectangleSet
{
private List<Rectangle> _overlaps;
public RectangleSet(int x, int y, int w, int h);
}
// Partitions the coordinate space into squares
public class CoordinateArea
{
private const int SquareSize = 100;
public List<RectangleSet> Squares = new List<RectangleSet>();
public CoordinateArea(int xmin, int ymin, int xmax, int ymax)
{
for (int x = xmin; x <= xmax; x += SquareSize)
for (int y = ymin; y <= ymax; y += SquareSize)
{
Squares.Add(new RectangleSet(x, y, SquareSize, SquareSize);
}
}
// Adds a list of rectangles to the coordinate space
public void AddRectangles(IEnumerable<Rectangle> list)
{
foreach (Rectangle r in list)
{
foreach (RectangleSet set in Squares)
{
if (r.Overlaps(set))
set.Add(r);
}
}
}
}
Now you have a much smaller set of rectangles for comparison, which should speed things up nicely.
CoordinateArea A = new CoordinateArea(-500, -500, +1000, +1000);
CoordinateArea B = new CoordinateArea(-500, -500, +1000, +1000); // same limits for A, B
A.AddRectangles(listA);
B.AddRectangles(listB);
for (int i = 0; i < listA.Squares.Count; i++)
{
RectangleSet setA = A[i];
RectangleSet setB = B[i];
// *** small number of rectangles, which you can now check thoroghly for overlaps ***
}
I think you have to setup an additional data structure (spatial index) in order to have fast access to nearby rectangles that potentially overlap in order to reduce the time complexity from quadratic to linearithmic.
See also:
https://en.wikipedia.org/wiki/Spatial_database
Spatial Index for Rectangles With Fast Insert
find overlapping rectangles algorithm
Here is what I use to calculate overlap areas of many candidate rectangles (with candidate_coords [[l, t, r, b], ...]) with a target one (target_coords [l, t, r, b]):
comb_tensor = np.zeros((2, candidate_coords.shape[0], 4))
comb_tensor[0, :] = target_coords
comb_tensor[1] = candidate_coords
dx = np.amin(comb_tensor[:, :, 2].T, axis=1) - np.amax(comb_tensor[:, :, 0].T, axis=1)
dy = np.amin(comb_tensor[:, :, 3].T, axis=1) - np.amax(comb_tensor[:, :, 1].T, axis=1)
dx[dx < 0] = 0
dy[dy < 0] = 0
overlap_areas = dx * dy
This should be fairly efficient especially if there are many candidate rectangles as all is done using numpy functions operating on ndarrays. You can either do a loop calculating the overlap areas or perhaps add one more dimension to comb_tensor.
I think the below code will be useful.
print("Identifying Overlap between n number of rectangle")
#List to be used in set and get_coordinate_checked_list
coordinate_checked_list = []
def get_coordinate_checked_list():
#returns the overlapping coordinates of rectangles
"""
:return: list of overlapping coordinates
"""
return coordinate_checked_list
def set_coordinate_checked_list(coordinates):
#appends the overlapping coordinates of rectangles
"""
:param coordinates: list of overlapping coordinates to be appended in coordinate_checked_list
:return:
"""
coordinate_checked_list.append(coordinates)
def overlap_checked_for(coordinates):
# to find rectangle overlap is already checked, if checked "True" will be returned else coordinates will be added
# to coordinate_checked_list and return "False"
"""
:param coordinates: coordinates of two rectangles
:return: True if already checked, else False
"""
if coordinates in get_coordinate_checked_list():
return True
else:
set_coordinate_checked_list(coordinates)
return False
def __isRectangleOverlap(R1, R2):
#checks if two rectangles overlap
"""
:param R1: Rectangle1 with cordinates [x0,y0,x1,y1]
:param R2: Rectangle1 with cordinates [x0,y0,x1,y1]
:return: True if rectangles overlaps else False
"""
if (R1[0] >= R2[2]) or (R1[2] <= R2[0]) or (R1[3] <= R2[1]) or (R1[1] >= R2[3]):
return False
else:
print("Rectangle1 {} overlaps with Rectangle2 {}".format(R1,R2))
return True
def __splitByHeightandWidth(rectangles):
# Gets the list of rectangle, divide the paged with respect to height and width and position
# the rectangle in suitable section say left_up,left_down,right_up,right_down and returns the list of rectangle
# grouped with respect to section
"""
:param rectangles: list of rectangle coordinates each designed as designed as [x0,y0,x1,y1]
:return:list of rectangle grouped with respect to section, suspect list which holds the rectangles
positioned in more than one section
"""
lu_Rect = []
ll_Rect = []
ru_Rect = []
rl_Rect = []
sus_list = []
min_h = 0
max_h = 0
min_w = 0
max_w = 0
value_assigned = False
for rectangle in rectangles:
if not value_assigned:
min_h = rectangle[1]
max_h = rectangle[3]
min_w = rectangle[0]
max_w = rectangle[2]
value_assigned = True
if rectangle[1] < min_h:
min_h = rectangle[1]
if rectangle[3] > max_h:
max_h = rectangle[3]
if rectangle[0] < min_w:
min_w = rectangle[0]
if rectangle[2] > max_w:
max_w = rectangle[2]
for rectangle in rectangles:
if rectangle[3] <= (max_h - min_h) / 2:
if rectangle[2] <= (max_w - min_w) / 2:
ll_Rect.append(rectangle)
elif rectangle[0] >= (max_w - min_w) / 2:
rl_Rect.append(rectangle)
else:
# if rectangle[0] < (max_w - min_w) / 2 and rectangle[2] > (max_w - min_w) / 2:
ll_Rect.append(rectangle)
rl_Rect.append(rectangle)
sus_list.append(rectangle)
if rectangle[1] >= (max_h - min_h) / 2:
if rectangle[2] <= (max_w - min_w) / 2:
lu_Rect.append(rectangle)
elif rectangle[0] >= (max_w - min_w) / 2:
ru_Rect.append(rectangle)
else:
# if rectangle[0] < (max_w - min_w) / 2 and rectangle[2] > (max_w - min_w) / 2:
lu_Rect.append(rectangle)
ru_Rect.append(rectangle)
sus_list.append(rectangle)
if rectangle[1] < (max_h - min_h) / 2 and rectangle[3] > (max_h - min_h) / 2:
if rectangle[0] < (max_w - min_w) / 2 and rectangle[2] > (max_w - min_w) / 2:
lu_Rect.append(rectangle)
ll_Rect.append(rectangle)
ru_Rect.append(rectangle)
rl_Rect.append(rectangle)
sus_list.append(rectangle)
elif rectangle[2] <= (max_w - min_w) / 2:
lu_Rect.append(rectangle)
ll_Rect.append(rectangle)
sus_list.append(rectangle)
else:
# if rectangle[0] >= (max_w - min_w) / 2:
ru_Rect.append(rectangle)
rl_Rect.append(rectangle)
sus_list.append(rectangle)
return [lu_Rect, ll_Rect, ru_Rect, rl_Rect], sus_list
def find_overlap(rectangles):
#Find all possible overlap between the list of rectangles
"""
:param rectangles: list of rectangle grouped with respect to section
:return:
"""
split_Rectangles , sus_list = __splitByHeightandWidth(rectangles)
for section in split_Rectangles:
for rect in range(len(section)-1):
for i in range(len(section)-1):
if section[0] and section[i+1] in sus_list:
if not overlap_checked_for([section[0],section[i+1]]):
__isRectangleOverlap(section[0],section[i+1])
else:
__isRectangleOverlap(section[0],section[i+1])
section.pop(0)
arr =[[0,0,2,2],[0,0,2,7],[0,2,10,3],[3,0,4,1],[6,1,8,8],[0,7,2,8],[4,5,5,6],[4,6,10,7],[9,3,10,5],[5,3,6,4],[4,3,6,5],[4,3,5`enter code here`,6]]
find_overlap(arr)
For a simple solution that improves on pure brute force if the rectangles are relatively sparse:
sort all Y ordinates in a single list, and for every ordinate store the index of the rectangle, the originating list and a flag to distinguish bottom and top;
scan the list from bottom to top, maintaining two "active lists", one per rectangle set;
when you meet a bottom, insert the rectangle index in its active list and compare to all rectangles in the other list to detect overlaps on X;
when you meet a top, remove the rectangle index from its active list.
Assuming simple linear lists, the updates and searches will take time linear in the size of the active lists. So instead of M x N comparisons, you will perform M x n + m x N comparisons, where m and n denote the average list sizes. (If the rectangles do not overlap within their set, one can expect an average list length not exceeding √M and √N.)

Common point in an array of rectangles

I am creating a program that involves a rectangle class, as well as a point and canvas class. One of the smaller functions asked of us is a common point function which determines if the canvas at hand has a common point throughout its array of rectangles. I am getting a list index error but i cannot see why.
Here is the common point function:
def common_point(self):
'''(Rectangle) -> Boolean
Returns True if rectangles in canvas all ahare a common point'''
common = False
for i in range(len(self.data)):
for j in range(len(self.data),-1,-1):
if self.data[i].intersects(self.data[j]) == True:
common = True
else:
return False
return common
and here is the intersect function it is calling:
def intersects(self,other):
'''(Rectangle, Rectangle) -> Boolean
Returns True if the two Rectangles intersect'''
return not(self.p2.y < other.p1.y or self.p1.y > other.p2.y or self.p2.x < other.p1.x or self.p1.x > other.p2.x)
any help as to why would be greatly appreciated
range(len(self.data),-1,-1) returns a list with length of len(self.data) + 1. This will always result in an index error when iterating using that range.
I suspect what you want is:
for j in range(len(self.data) - 1, -1, -1):

Python rectangle collision handling with pygame

I've been doing extensive research on this topic for the past few days and I can't seem to find an answer for my exact problem.
So, I have a simple game set up where I have the player at 0, 0 with a width of 10x10
player= pygame.Rect(0, 0, 10, 10)
and aside from that, the player has a velocity of x: 0, y: 10, which will make him fall (y is positive because the origin of the screen is at the top left.)
and I have a tile at 0, 100, as shown:
dirt= pygame.Rect(0, 100, 10, 10)
so, how can I handle collision, I already know I can detect it with Rect.colliderect(Rect).
I've tried a few ways, but encountered some problems:
I can't cut the player's velocity to 0 when he hits something and then move him
back until he's just touching the object because that still causes the problem of walking, when he walks, I apply +10 velocity on x, but unfortunately, the game still processes that he is falling and colliding and moving sideways, so it just moves him back to where he started.
I'm a beginner, so a simple answer would be appreciated, and I would like to not have to use any third party modules other that pygame if I didn't have to.
Update:
Here is some of the rough test code I have tried:
def sim(obj, time, world):
time= time / 1000
obj.physProp['vel']= (obj.physProp['vel'][0] + (accel[0] * time), obj.physProp['vel'][1] + (accel[1] * time))
if obj.physProp['vel'][1] > terminalY:
obj.physProp['vel']= (obj.physProp['vel'][0], terminalY)
obj.pos= (obj.pos[0] + (obj.physProp['vel'][0] * time) + ((accel[0] / 2) * (time ** 2)), obj.pos[1] + (obj.physProp['vel'][1] * time) + ((accel[1] / 2) * (time ** 2)))
for ID in world:
if obj.getRect().colliderect(world[ID].getRect()) == True:
pass
return (obj.pos, obj.physProp['vel'])
Split up x/y movement.
Move x, check if colliding, if so, move back and set xspeed to 0.
Move y, check if colliding, if so, move back and set yspeed to 0.
It does mean two collisions checks per step but it's super smooth. :)
The Pygame API invites you to write all your game subjects in an Object oriented way - so that your falling character will have all the "methods" and "attributes" to properly respond to things on the scenario - like hitting something.
So, if your character is defined for something as simple as:
class Char(object):
# these start as class attributes,
# but whenever they are assigned to with a "self.var = bla" in
# a method, an instance attribute starts existing
x, y = 0,0
vx, vy = 0,0
def update(self):
self.x += self.vx
self.y += self.vy
And your external code, upon detecting a collision, could do just this:
def mainloop():
while True:
...
obj.update()
if obj.getRect().colliderect(world[ID].getRect()): # don't do "== True" in `if's - it is just silly
# take character back to the precious position
obj.x -= obj.vx
obj.y -= obj.vy
# zero out velocities to make it stop:
obj.vx = obj.vy = 0
And so on - you will soon perceive thinking of your game "things" as "objects" as they are used in programing make the code flows quite naturally - as soon as you get the way this works, look at Pygame's sprite module - which allows you to automate a lot of checks, and updates without having to explicitly write for loops for each check

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