diff options
-rw-r--r-- | activity.py | 3 | ||||
-rw-r--r-- | bridge.py | 33 | ||||
-rw-r--r-- | elements/add_objects.py | 18 | ||||
-rw-r--r-- | physics.py | 8 | ||||
-rw-r--r-- | tools.py | 59 |
5 files changed, 112 insertions, 9 deletions
diff --git a/activity.py b/activity.py index b0918dd..d3ac1bd 100644 --- a/activity.py +++ b/activity.py @@ -6,6 +6,7 @@ from sugar.activity import activity from gettext import gettext as _ import gtk + class PhysicsActivity(olpcgames.PyGameActivity): game_name = 'physics' game_title = 'Physics' @@ -43,4 +44,4 @@ class PhysicsActivity(olpcgames.PyGameActivity): return activity_toolbar def radioClicked(self,button): - pygame.event.post(olpcgames.eventwrap.Event(pygame.USEREVENT, action=self.radioList[button]))
\ No newline at end of file + pygame.event.post(olpcgames.eventwrap.Event(pygame.USEREVENT, action=self.radioList[button])) @@ -40,3 +40,36 @@ class Bridge: self.world.world.DestroyJoint(joint) self.joints.remove(joint) + 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/elements/add_objects.py b/elements/add_objects.py index 3842b75..66a59cd 100644 --- a/elements/add_objects.py +++ b/elements/add_objects.py @@ -528,13 +528,17 @@ class Add: jointDef.maxMotorTorque = torque jointDef.motorSpeed = speed jointDef.enableMotor = True - self.parent.world.CreateJoint(jointDef)
- #def jointMotor(self,b1,b2,p1,speed): - # p1 = self.tob2vec(p1) - # jointDef = box2d.b2RevoluteJointDef() - # jointDef.Initialize(b1, b2, p1) - # jointDef. - # + self.parent.world.CreateJoint(jointDef) +
+ def jointMotor(self,b1,b2,p1,torque=900,speed=-10): + p1 = self.to_b2vec(p1) + jointDef = box2d.b2RevoluteJointDef() + jointDef.Initialize(b1, b2, p1) + jointDef.maxMotorTorque = torque + jointDef.motorSpeed = speed + jointDef.enableMotor = True + self.parent.world.CreateJoint(jointDef) + def joint(self, *args): print "* Add Joint:", args
@@ -51,10 +51,16 @@ class PhysicsGame: self.bridge = Bridge(self) self.bridge.create_world() + self.bridge.create_train() def run(self): - self.running = True + self.running = True + t = pygame.time.get_ticks() while self.running: + if (pygame.time.get_ticks() - t) > 1500: +# bridge.create_train(self) + t = pygame.time.get_ticks() + for event in pygame.event.get(): self.currentTool.handleEvents(event) # Clear Display @@ -198,6 +198,65 @@ class GrabTool(Tool): def cancel(self): self.game.world.add.remove_mouseJoint() +<<<<<<< HEAD:tools.py +# The joint tool +class JointTool(Tool): + name = "joint" + icon = "joint" + toolTip = "Joint" + + def __init__(self,gameInstance): + self.game = gameInstance + self.name = "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 + if not super(JointTool,self).handleEvents(event): + if event.type == MOUSEBUTTONDOWN: + if event.button >= 1: + # grab the first body + self.jb1pos = event.pos + self.jb1 = self.game.world.get_bodies_at_pos(event.pos) + self.jb2 = self.jb2pos = None + elif event.type == MOUSEBUTTONUP: + if event.button == 1: + if self.jb1[1]: + self.game.world.add.jointMotor(self.jb1[0],self.jb1[1],event.pos) + self.jb1 = None + ''' + # grab the second body + self.jb2pos = event.pos + self.jb2 = self.game.world.get_bodies_at_pos(event.pos) + # if we have two distinct bodies, add a distance joint! + if self.jb1 and self.jb2 and str(self.jb1) != str(self.jb2): + self.game.world.add.distanceJoint(self.jb1[0],self.jb2[0],self.jb1pos,self.jb2pos) + # If there's only one body, add a fixed joint + elif self.jb2: + self.game.world.add.fixedJoint(self.jb2[0],self.jb2pos) + # regardless, clean everything up + self.jb1 = self.jb2 = self.jb1pos = self.jb2pos = None + if event.button == 3: + # add a centered fixed joint + + self.jb2 = self.game.world.get_bodies_at_pos(event.pos) + if self.jb2: + self.game.world.add.fixedJoint(self.jb2[0]) + # regardless, clean everything up + self.jb1 = self.jb2 = self.jb1pos = self.jb2pos = None + if self.jb1: + self.game.world.add.motor(self.jb1[0],self.jb1pos) + self.jb1 = self.jb2 = self.jb1pos = self.jb2pos = None + ''' + + def draw(self): + if self.jb1: + pygame.draw.line(self.game.screen,(100,180,255),self.jb1pos,pygame.mouse.get_pos(),3) + + def cancel(self): + self.jb1 = self.jb2 = self.jb1pos = self.jb2pos = None + +======= +>>>>>>> 901a8a638a92b2138b6ce27dd7e90b3b3b4d1833:tools.py # The destroy tool class DestroyTool(Tool): name = "destroy" |