Metadata-Version: 2.4
Name: stormfield
Version: 1.2.6
Summary: A simple collision library for pygame inspired by LÖVE2D's windfield
Home-page: https://github.com/clxakz/stormfield
Author: clxakz
License: MIT
Classifier: Programming Language :: Python :: 3
Classifier: License :: OSI Approved :: MIT License
Classifier: Operating System :: OS Independent
Requires-Python: >=3.7
Description-Content-Type: text/markdown
License-File: LICENSE
Requires-Dist: pygame-ce
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# Stormfield - A Pygame Collision Library
> `Stormfield` aims to partially recreate Love2D's `windfield` physics library. <br/>
> The main idea behind it is to easily intergrate collisions in your game



> [!NOTE]
> `Stormfield` is still in development, some expected features may not be present.

> [!IMPORTANT]
> The main reason i created `stormfield` was to easily manage collisions and collision classes, **NOT** to handle full physics — although some physics features are present.

-----

# Contents
- [Instalation](#instalation)
- [Quick Start](#quick-start)
  - [Create a world](#create-a-world)
  - [Create colliders](#create-colliders)
- [Documentation](#documentation)
    - [World](#world)
      - [New World](#worldgravity)
      - [Collision classes](#addcollisionclassname-ignores)
      - [Draw](#drawscreen-color-width)
      - [New Rectangle Collider](#newrectanglecolliderx-y-width-height)
      - [Destroy](#destroy)
    - [Rectangle Collider](#rectangle-collider)
      - [Linear Velocity](#setlinearvelocityvelocity)
      - [Linear Impluse](#applylinearimpulseimpulse)
      - [Friction](#setfrictionfriction)
      - [Mass](#setmassmass)
      - [Restitution](#setrestitutionrestitution)
      - [Type](#settypetype)
      - [Object](#setobjectobj)
      - [Collision Class](#setcollisionclassname)
      - [On Collision Enter](#setoncollisionenterfuncfunction)
      - [On Collision Exit](#setoncollisionexitfuncfunction)
      - [On Collision Stay](#setoncollisionstayfuncfunction)
      - [Sensor](#setsensoris_sensor)
      - [Destroy](#destroy)

-----

<br/>
<br/>

## Instalation
```bash
git clone https://github.com/clxakz/stormfield/
```
or
```bash
pip install stormfield
```

-----

<br/>
<br/>

# Quick Start
place the `stormfield` folder inside your project and import it
```python
from stormfield import World
```

# Create a world
A physics `World` can be created similarly to windfield. <br/>
Create a `World` with a vertical gravity of 500.
```python
world = World(pygame.Vector2(0, 500))
```

# Create colliders
Create a box `collider` and a ground `collider`, apply a linear impulse to the box. The box collides with the ground and bounces.
```python
box = world.newRectangleCollider(300, 350, 100, 100)
box.setRestitution(0.8)
box.applyLinearImpulse(pygame.Vector2(0, 1000))

ground = world.newRectangleCollider(100, 600, 600, 100)
ground.setType("static") # <- Types can be 'static', 'dynamic' or 'kinematic'. Defaults to 'dynamic'

# In your main loop
world.update(dt)
world.draw(screen) # <- The world can be drawn for debugging purposes
```
And that looks like this: <br/>

<img src="assets/demo1.gif" alt="Alt text" width="500" />

-----

<br/>
<br/>

# Documentation

<br/>

## World
### `World(gravity)`
The `World` class is the core of the Stormfield collision system.
It manages all `colliders`, updates their positions, resolves collisions, and handles collision class logic.

`Stormfield’s World` object is inspired by the `windfield` library in LÖVE2D, focusing on ease of use and flexibility for collision handling in Pygame.
```python
world = World(pygame.Vector2(0, 500))
```

Arguments:
- `gravity` `(pygame.Vector2)` - The gravity for all of your collider objects

-----

<br/>
<br/>

### `.addCollisionClass(name, ignores)`
A `collision class` is a way to group colliders and control which objects should interact with each other.
You can assign a collision class to each collider, and configure which classes should ignore collisions with others. This allows you to easily manage complex collision relationships without writing custom logic for every case.
```python
world.addCollisionClass("Player")
world.addCollisionClass("Enemies", ["Walls"]) # <- The enemy class will ignore all objects in the 'Walls' class
world.addCollisionClass("Walls")

collider.setCollisionClass("Player") # <- Assigns a collision class to your object
```

Arguments:
- `name` `(str)` - The name of a collision class
- `ignores` `(list[str])` - A list of other classes a class should ignore

-----

<br/>
<br/>

### `.draw(screen, color, width)`
The draw() function allows you to quickly visualize all colliders in the world by drawing their shapes on the screen using pygame.draw.rect().
This is mainly useful for debugging and development purposes.
```python
world.draw(screen, (255,255,255), 1)
```

Arguments:
- `screen` `(pygame.Surface)` - The surface where all colliders should be drawn
- `color` `(tuple)` - RGB color of the outline
- `width` `(int)` - The width of the outline

-----

<br/>
<br/>

### `.newRectangleCollider(x, y, width, height)`
Creates a new rectangle collider and automatically adds it to the world.
```python
box = world.newRectangleCollider(0, 0, 100, 100)
```

Arguments:
- `x` `(int)` - The X position of the collider
- `y` `(int)` - The Y position of the collider
- `width` `(int)` - The width of the collider
- `height` `(int)` - The height of the collider

-----

<br/>
<br/>

### `.destroy()`
The destroy() function will clear all colliders, collision classes and resets the gravity.
```python
world.destroy()
```

-----

<br/>
<br/>

## Rectangle Collider
A `collider` is an object that handles collision detection and can be attached to your game entities or sprites.

### `.setLinearVelocity(velocity)`
Sets the linear velocity vector of the collider. This controls how fast and in what direction the collider moves each frame.
```python
collider.setLinearVelocity(pygame.Vector2(100, 0))
```
Arguments:
- `velocity` `(pygame.Vector2)` - The velocity vector to apply.

-----

<br/>
<br/>

### `.applyLinearImpulse(impulse)`
Applies an instantaneous impulse to the collider, changing its velocity immediately based on the impulse and the collider’s mass. Only affects colliders of type "dynamic".
```python
collider.applyLinearImpulse(pygame.Vector2(0, 500))
```

Arguments:
- `impulse` `(pygame.Vector2)` - The impulse vector to apply.

-----

<br/>
<br/>

### `.setFriction(friction)`
Sets the friction coefficient for the collider, which slows it down over time when moving.
```python
collider.setFriction(200)
```

Arguments:
- `friction` `(float)` - The friction value.

-----

<br/>
<br/>

### `.setMass(mass)`
Sets the mass of the collider, which affects how impulses change its velocity.
```python
collider.setMass(2.0)
```

Arguments:
- `mass` `(float)` - The mass value (must be positive).

-----

<br/>
<br/>

### `.setRestitution(restitution)`
Sets the restitution (bounciness) of the collider. Determines how much velocity is retained after collisions.
```python
collider.setRestitution(0.8)
```

Arguments:
- restitution (float) - A value between 0 (no bounce) and 1 (perfect bounce).

-----

<br/>
<br/>

### `.setType(type)`
Sets the physics type of the collider. Types control whether the collider moves and how:

| Type      | Affected by Gravity | Affected by Velocity | Moves? | Use Case |
|-----------|---------------------|-----------------------|--------|----------|
| dynamic   | ✅Yes                 | ✅Yes                   | ✅Yes    | Fully simulated objects like players, enemies, projectiles. |
| kinematic | 🚫No                  | ✅Yes (manual)          | ✅Yes    | Moving platforms, doors, scripted movement (you set velocity manually). |
| static    | 🚫No                  | 🚫No                    | 🚫No     | Walls, floors, anything that doesn't move. |
```python
from stormfield import CollisionType

collider.setType(CollisionType.STATIC)
```

Arguments:
- `type` `(str)` - One of 'STATIC', 'DYNAMIC', or 'KINEMATIC'. Defaults to `DYNAMIC`

-----

<br/>
<br/>

### `.setObject(obj)`
Associates a custom object with the collider, usually the game entity or sprite it belongs to. Useful for accessing your entity during collision callbacks.
Basically this is what gets returned when retrieving collision data which usually you want to be self.
```python
collider.setObject(player)
```

Arguments:
- `obj` `(any)` - Your custom object reference. Defaults to `self`

-----

<br/>
<br/>

### `.setCollisionClass(name)`
Assigns a collision class to the collider to manage which other colliders it can interact with.
```python
collider.setCollisionClass("Player")
```

Arguments:
- `name` `(str)` - The name of the collision class.

-----

<br/>
<br/>

### `.setOnCollisionEnterFunc(function)`
Assings a function to the onCollisionEnter event.
```python
def on_enter(obj):
  print(obj)

collider.setOnCollisionEnterFunc(on_enter)
```

Arguments:
- `function` `(function)` - The function that should be assigned.

-----

<br/>
<br/>

### `.setOnCollisionExitFunc(function)`
Assings a function to the onCollisionExit event.
```python
def on_exit(obj):
  print(obj)

collider.setOnCollisionExitFunc(on_exit)
```

Arguments:
- `function` `(function)` - The function that should be assigned.

-----

<br/>
<br/>

### `.setOnCollisionStayFunc(function)`
Assings a function to the onCollisionStay event.
```python
def on_stay(obj):
  print(obj)

collider.setOnCollisionStayFunc(on_stay)
```

Arguments:
- `function` `(function)` - The function that should be assigned.

-----

<br/>
<br/>

### `.setSensor(is_sensor)`
When a collider is set as senor it will not collide with any other game object but will trigger onCollisionEnter, Stay and exit events
```python
collider.setSensor(True)
```

Arguments
- `is_sensor` `(bool)` - Sets the sensor value

-----

<br/>
<br/>

### `.destroy()`
Destroys the collider and removes it from the world
```python
collider.destroy()
```
