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authornrp <olpc@spongezone.net>2008-08-31 00:09:49 (GMT)
committer nrp <olpc@spongezone.net>2008-08-31 00:09:49 (GMT)
commit2b6538ccc1fb8c88da17beafbc0f9f4651f721f2 (patch)
tree6f280811782eaa4d2dc36a33f220fa324152b018
parent94ee6292b6213d14634006769bbd2f6b90ea4ea4 (diff)
parent901a8a638a92b2138b6ce27dd7e90b3b3b4d1833 (diff)
Merge branch 'master' of git://dev.laptop.org/projects/physics03
Conflicts: physics.py tools.py
-rw-r--r--bridge.py106
-rw-r--r--physics.py14
-rw-r--r--tools.py185
3 files changed, 112 insertions, 193 deletions
diff --git a/bridge.py b/bridge.py
index bebd9e1..7f63c8a 100644
--- a/bridge.py
+++ b/bridge.py
@@ -1,47 +1,75 @@
import pygame
-def create_world(game):
- rect = pygame.Rect((0,800), (350, -250))
- rect.normalize()
- pygame.draw.rect(game.screen, (100,180,255), rect, 3)
- game.world.add.rect(rect.center, rect.width / 2, rect.height / 2,
- dynamic=False)
- rect = pygame.Rect((1200,800), (-350, -250))
- rect.normalize()
- pygame.draw.rect(game.screen, (100,180,255), rect, 3)
- game.world.add.rect(rect.center, rect.width / 2, rect.height / 2,
- dynamic=False)
+class Bridge:
+ def __init__(self, game):
+ self.game = game
+ self.screen = game.screen
+ self.world = game.world
+ self.joints = []
+ self.cost = 0
-def create_train(game, worldpoint = (300,500), train = (100, 50), wheelrad = 20, cars = 3):
- points = []
- for i in range(0,cars):
- startpoint = (worldpoint[0]-(train[0]+7)*i, worldpoint[1])
- points.append(startpoint)
- rect = pygame.Rect(startpoint, train)
+ def create_world(self):
+ rect = pygame.Rect((0,800), (350, -250))
rect.normalize()
- pygame.draw.rect(game.screen, (200, 50, 100), rect, 3)
+ pygame.draw.rect(self.screen, (100,180,255), rect, 3)
+ self.world.add.rect(rect.center, rect.width / 2, rect.height / 2,
+ dynamic=False)
+ rect = pygame.Rect((1200,800), (-350, -250))
+ rect.normalize()
+ pygame.draw.rect(self.screen, (100,180,255), rect, 3)
+ self.world.add.rect(rect.center, rect.width / 2, rect.height / 2,
+ dynamic=False)
+
+ def add_cost(self, value):
+ self.cost = self.cost + value
+ print "cost now", value
- game.world.add.rect(rect.center, rect.width / 2, rect.height / 2,
- dynamic = True, density=1.0, restitution=0.16, friction=0.5)
+ def joint_added(self, joint):
+ print "joint added!"
+ self.joints.append(joint)
+ self.add_cost(100)
- rearwheel = (startpoint[0]+wheelrad,startpoint[1]+train[1]-wheelrad/2)
- pygame.draw.circle(game.screen, (0,0,0), rearwheel, wheelrad, 3)
- game.world.add.ball(rearwheel,wheelrad, dynamic=True, density=1.0,
- restitution=0.16, friction=0.5)
+ def box_added(self):
+ self.add_cost(10)
- frontwheel = (startpoint[0]+train[0]-wheelrad,startpoint[1]+train[1]-wheelrad/2)
- pygame.draw.circle(game.screen, (0,0,0), frontwheel, wheelrad, 3)
- game.world.add.ball(frontwheel,wheelrad, dynamic=True, density=1.0,
- restitution=0.16, friction=0.5)
+ def for_each_frame(self):
+ for joint in self.joints:
+ force = joint.GetReactionForce().Length()
+ if force > 500:
+ print "destroy joint!"
+ self.world.world.DestroyJoint(joint)
+ self.joints.remove(joint)
- rearaxle = game.world.get_bodies_at_pos(rearwheel)
- frontaxle = game.world.get_bodies_at_pos(frontwheel)
- game.world.add.jointMotor(rearaxle[0],rearaxle[1],rearwheel)
- game.world.add.jointMotor(frontaxle[0],frontaxle[1],frontwheel)
-
- for i in range(1,len(points)):
- backlink = (points[i][0]+train[0]-1,points[i][1]+train[1]-1)
- frontlink = (points[i-1][0]+1,points[i-1][1]+train[1]-1)
- btrain = game.world.get_bodies_at_pos(backlink)
- ftrain = game.world.get_bodies_at_pos(frontlink)
- game.world.add.distanceJoint(btrain[0], ftrain[0], backlink, frontlink)
+ def create_train(game, worldpoint = (300,500), train = (100, 50), wheelrad = 20, cars = 3):
+ points = []
+ for i in range(0,cars):
+ startpoint = (worldpoint[0]-(train[0]+7)*i, worldpoint[1])
+ points.append(startpoint)
+ rect = pygame.Rect(startpoint, train)
+ rect.normalize()
+ pygame.draw.rect(game.screen, (200, 50, 100), rect, 3)
+
+ game.world.add.rect(rect.center, rect.width / 2, rect.height / 2,
+ dynamic = True, density=1.0, restitution=0.16, friction=0.5)
+
+ rearwheel = (startpoint[0]+wheelrad,startpoint[1]+train[1]-wheelrad/2)
+ pygame.draw.circle(game.screen, (0,0,0), rearwheel, wheelrad, 3)
+ game.world.add.ball(rearwheel,wheelrad, dynamic=True, density=1.0,
+ restitution=0.16, friction=0.5)
+
+ frontwheel = (startpoint[0]+train[0]-wheelrad,startpoint[1]+train[1]-wheelrad/2)
+ pygame.draw.circle(game.screen, (0,0,0), frontwheel, wheelrad, 3)
+ game.world.add.ball(frontwheel,wheelrad, dynamic=True, density=1.0,
+ restitution=0.16, friction=0.5)
+
+ rearaxle = game.world.get_bodies_at_pos(rearwheel)
+ frontaxle = game.world.get_bodies_at_pos(frontwheel)
+ game.world.add.jointMotor(rearaxle[0],rearaxle[1],rearwheel)
+ game.world.add.jointMotor(frontaxle[0],frontaxle[1],frontwheel)
+
+ for i in range(1,len(points)):
+ backlink = (points[i][0]+train[0]-1,points[i][1]+train[1]-1)
+ frontlink = (points[i-1][0]+1,points[i-1][1]+train[1]-1)
+ btrain = game.world.get_bodies_at_pos(backlink)
+ ftrain = game.world.get_bodies_at_pos(frontlink)
+ game.world.add.distanceJoint(btrain[0], ftrain[0], backlink, frontlink)
diff --git a/physics.py b/physics.py
index f2e38f5..e0afdf4 100644
--- a/physics.py
+++ b/physics.py
@@ -23,7 +23,7 @@ import olpcgames
import elements
from elements import Elements
import tools
-import bridge
+from bridge import Bridge
from helpers import *
class PhysicsGame:
@@ -35,6 +35,7 @@ class PhysicsGame:
self.canvas = olpcgames.ACTIVITY.canvas
self.joystickobject = None
self.debug = True
+
# create the name --> instance map for components
self.toolList = {}
for c in tools.allTools:
@@ -48,8 +49,9 @@ class PhysicsGame:
# set up static environment
self.world.add.ground()
- bridge.create_world(self)
- bridge.create_train(self)
+ self.bridge = Bridge(self)
+ self.bridge.create_world()
+ self.bridge.create_train()
def run(self):
self.running = True
@@ -63,6 +65,9 @@ class PhysicsGame:
self.currentTool.handleEvents(event)
# Clear Display
self.screen.fill((255,255,255)) #255 for white
+
+ if self.world.run_physics:
+ self.bridge.for_each_frame()
# Update & Draw World
self.world.update()
@@ -72,9 +77,10 @@ class PhysicsGame:
self.currentTool.draw()
#Print all the text on the screen
- text = self.font.render("Current Tool: "+self.currentTool.name, True, (255,255,255))
+ text = self.font.render("Total Cost: %d" % self.bridge.cost, True, (0,0,0))
textpos = text.get_rect(left=700,top=7)
self.screen.blit(text,textpos)
+
# Flip Display
pygame.display.flip()
diff --git a/tools.py b/tools.py
index 07d6f49..c23870e 100644
--- a/tools.py
+++ b/tools.py
@@ -4,6 +4,7 @@
# By Alex Levenson
#==================================================================
import pygame
+from elements import box2d
from pygame.locals import *
from helpers import *
from inspect import getmro
@@ -92,6 +93,9 @@ class Tool(object):
# default cancel doesn't do anything
pass
+ def to_b2vec(self, pt):
+ return self.game.world.add.to_b2vec(pt)
+
# The circle creation tool
class CircleTool(Tool):
name = "circle"
@@ -149,7 +153,8 @@ class BoxTool(Tool):
elif event.type == MOUSEBUTTONUP:
if event.button == 1 and self.pt1!=None:
if self.rect.width > 10 and self.rect.height > 10: # elements doesn't like small shapes :(
- self.game.world.add.rect(self.rect.center, self.rect.width/2, self.rect.height/2, dynamic=True, density=1.0, restitution=0.16, friction=0.5)
+ self.game.world.add.rect(self.rect.center, self.rect.width/2, self.rect.height/2, dynamic=True, density=1.0, restitution=0.16, friction=0.5)
+ self.game.bridge.box_added()
self.pt1 = None
def draw(self):
@@ -164,126 +169,6 @@ class BoxTool(Tool):
self.pt1 = None
self.rect = None
-# The triangle creation tool
-class TriangleTool(Tool):
- name = "triangle"
- icon = "triangle"
- toolTip = "Triangle"
-
- def __init__(self,gameInstance):
- self.game = gameInstance
- self.name = "Triangle"
- self.pt1 = None
- self.vertices = None
- def handleEvents(self,event):
- #look for default events, and if none are handled then try the custom events
- if not super(TriangleTool,self).handleEvents(event):
- if event.type == MOUSEBUTTONDOWN:
- if event.button == 1:
- self.pt1 = pygame.mouse.get_pos()
- elif event.type == MOUSEBUTTONUP:
- if event.button == 1 and self.pt1!= None:
- if distance(self.pt1,pygame.mouse.get_pos()) > 15: # elements doesn't like tiny shapes :(
- self.game.world.add.convexPoly(self.vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5)
- self.pt1 = None
- self.vertices = None
- def draw(self):
- # draw a triangle from pt1 to mouse
- if self.pt1 != None:
- self.vertices = constructTriangleFromLine(self.pt1,pygame.mouse.get_pos())
- pygame.draw.polygon(self.game.screen, (100,180,255),self.vertices, 3)
- pygame.draw.line(self.game.screen,(100,180,255),self.pt1,pygame.mouse.get_pos(),1)
-
- def cancel(self):
- self.pt1 = None
- self.vertices = None
-
-# The Polygon creation tool
-class PolygonTool(Tool):
- name = "polygon"
- icon = "polygon"
- toolTip = "Polygon"
-
- def __init__(self,gameInstance):
- self.game = gameInstance
- self.name = "Polygon"
- self.vertices = None
- def handleEvents(self,event):
- #look for default events, and if none are handled then try the custom events
- if not super(PolygonTool,self).handleEvents(event):
- if event.type == MOUSEBUTTONDOWN:
- if event.button == 1:
- if not self.vertices:
- self.vertices=[event.pos]
- elif distance(event.pos,self.vertices[0]) < 15:
- #self.vertices.append(self.vertices[0]) #connect the polygon
- gons = decomposePoly(self.vertices)
- for g in gons:
- self.game.world.add.convexPoly(g, dynamic=True, density=1.0, restitution=0.16, friction=0.5)
- #self.game.world.add.complexPoly(self.vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5)
- self.vertices = None
- else:
- self.vertices.append(event.pos)
- if event.button == 3:
- if self.vertices:
- self.vertices.append(event.pos)
- self.game.world.add.complexPoly(self.vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5)
- self.vertices = None
-
- def draw(self):
- # draw the poly being created
- if self.vertices:
- for i in range(len(self.vertices)-1):
- pygame.draw.line(self.game.screen,(100,180,255),self.vertices[i],self.vertices[i+1],3)
- pygame.draw.line(self.game.screen,(100,180,255),self.vertices[-1],pygame.mouse.get_pos(),3)
- pygame.draw.circle(self.game.screen,(100,180,255),self.vertices[0],15,3)
-
- def cancel(self):
- self.vertices = None
-
-# The magic pen tool
-class MagicPenTool(Tool):
- name = "magicpen"
- icon = "magicpen"
- toolTip = "Magic Pen"
-
- def __init__(self,gameInstance):
- self.game = gameInstance
- self.name = "Magic Pen"
- self.vertices = None
- def handleEvents(self,event):
- #look for default events, and if none are handled then try the custom events
- if not super(MagicPenTool,self).handleEvents(event):
- if event.type == MOUSEBUTTONDOWN:
- if event.button == 1:
- if not self.vertices:
- self.vertices=[event.pos]
- elif distance(event.pos,self.vertices[0]) < 15:
- self.vertices.append(self.vertices[0]) #connect the polygon
- self.game.world.add.complexPoly(self.vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5)
- self.vertices = None
- else:
- self.vertices.append(event.pos)
- elif event.type == MOUSEBUTTONUP:
- if event.button == 1:
- if self.vertices:
- self.game.world.add.complexPoly(self.vertices, dynamic=True, density=1.0, restitution=0.16, friction=0.5)
- self.vertices = None
- elif event.type == MOUSEMOTION:
- if self.vertices:
- self.vertices.append(event.pos)
-
- def draw(self):
- # draw the poly being created
- if self.vertices:
- for i in range(len(self.vertices)-1):
- pygame.draw.line(self.game.screen,(100,180,255),self.vertices[i],self.vertices[i+1],3)
- pygame.draw.line(self.game.screen,(100,180,255),self.vertices[-1],pygame.mouse.get_pos(),3)
- pygame.draw.circle(self.game.screen,(100,180,255),self.vertices[0],15,3)
-
- def cancel(self):
- self.vertices = None
-
# The grab tool
class GrabTool(Tool):
name = "grab"
@@ -313,6 +198,7 @@ class GrabTool(Tool):
def cancel(self):
self.game.world.add.remove_mouseJoint()
+<<<<<<< HEAD:tools.py
# The joint tool
class JointTool(Tool):
name = "joint"
@@ -369,6 +255,8 @@ class JointTool(Tool):
def cancel(self):
self.jb1 = self.jb2 = self.jb1pos = self.jb2pos = None
+=======
+>>>>>>> 901a8a638a92b2138b6ce27dd7e90b3b3b4d1833:tools.py
# The destroy tool
class DestroyTool(Tool):
name = "destroy"
@@ -401,41 +289,38 @@ class DestroyTool(Tool):
def cancel(self):
self.vertices = None
- # The joystick tool
-class JoystickTool(Tool):
- name = "joystick"
- icon = "magicpen" # for now
- toolTip = "Joystick"
-
+# The joint tool
+class BridgeJointTool(Tool):
+ name = "bridgejoint"
+ icon = "joint"
+ toolTip = "Bridge Joint"
+
def __init__(self,gameInstance):
self.game = gameInstance
- self.name = "Joystick"
- self.vertices = None
- #self.joystickobject
+ self.name = "Bridge Joint"
+ self.jb1 = self.jb2 = self.jb1pos = self.jb2pos = None
def handleEvents(self,event):
#look for default events, and if none are handled then try the custom events
- super(JoystickTool,self).handleEvents(event)
- if pygame.mouse.get_pressed()[0]:
- if not self.vertices:
- self.vertices = []
- self.vertices.append(pygame.mouse.get_pos())
- if len(self.vertices) > 10:
- self.vertices.pop(0)
- self.game.joystickobject = self.game.world.get_bodies_at_pos(pygame.mouse.get_pos())
- if self.game.joystickobject:
- print "hi1"
- #self.game.world.world.DestroyBody(self.joystickobject[0])
- elif event.type == MOUSEBUTTONUP and event.button == 1:
- self.cancel()
- def draw(self):
- # draw the trail
- if self.vertices:
- if len(self.vertices) > 1:
- pygame.draw.lines(self.game.screen,(255,0,0),False,self.vertices,3)
+ if super(BridgeJointTool,self).handleEvents(event):
+ return
+ if event.type != MOUSEBUTTONUP or event.button != 1:
+ return
- def cancel(self):
- self.vertices = None
+ bodies = self.game.world.get_bodies_at_pos(event.pos,
+ include_static=True)
+ if not bodies or len(bodies) != 2:
+ return
+
+ jointDef = box2d.b2RevoluteJointDef()
+ jointDef.Initialize(bodies[0], bodies[1], self.to_b2vec(event.pos))
+ joint = self.game.world.world.CreateJoint(jointDef)
+ self.game.bridge.joint_added(joint)
+ def draw(self):
+ return
+
+ def cancel(self):
+ self.jb1 = self.jb2 = self.jb1pos = self.jb2pos = None
def getAllTools():
this_mod = __import__(__name__)