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Collider.py
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class Collider:
def __init__(self, entity, level):
self.entity = entity
self.level = level.level
self.levelObj = level
self.result = []
def checkX(self):
if self.leftLevelBorderReached() or self.rightLevelBorderReached():
return
try:
rows = [
self.level[self.entity.getPosIndex().y],
self.level[self.entity.getPosIndex().y + 1],
self.level[self.entity.getPosIndex().y + 2],
]
except Exception:
return
for row in rows:
tiles = row[self.entity.getPosIndex().x : self.entity.getPosIndex().x + 2]
for tile in tiles:
if tile.rect is not None:
if self.entity.rect.colliderect(tile.rect):
if self.entity.vel.x > 0:
self.entity.rect.right = tile.rect.left
self.entity.vel.x = 0
if self.entity.vel.x < 0:
self.entity.rect.left = tile.rect.right
self.entity.vel.x = 0
def checkY(self):
self.entity.onGround = False
try:
rows = [
self.level[self.entity.getPosIndex().y],
self.level[self.entity.getPosIndex().y + 1],
self.level[self.entity.getPosIndex().y + 2],
]
except Exception:
try:
self.entity.gameOver()
except Exception:
self.entity.alive = None
return
for row in rows:
tiles = row[self.entity.getPosIndex().x : self.entity.getPosIndex().x + 2]
for tile in tiles:
if tile.rect is not None:
if self.entity.rect.colliderect(tile.rect):
if self.entity.vel.y > 0:
self.entity.onGround = True
self.entity.rect.bottom = tile.rect.top
self.entity.vel.y = 0
# reset jump on bottom
if self.entity.traits is not None:
if "JumpTrait" in self.entity.traits:
self.entity.traits["JumpTrait"].reset()
if "bounceTrait" in self.entity.traits:
self.entity.traits["bounceTrait"].reset()
if self.entity.vel.y < 0:
self.entity.rect.top = tile.rect.bottom
self.entity.vel.y = 0
def rightLevelBorderReached(self):
if self.entity.getPosIndexAsFloat().x > self.levelObj.levelLength - 1:
self.entity.rect.x = (self.levelObj.levelLength - 1) * 32
self.entity.vel.x = 0
return True
def leftLevelBorderReached(self):
if self.entity.rect.x < 0:
self.entity.rect.x = 0
self.entity.vel.x = 0
return True