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-rw-r--r--activity.py3
-rw-r--r--bridge.py33
-rw-r--r--elements/add_objects.py18
-rw-r--r--physics.py8
-rw-r--r--tools.py59
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]))
diff --git a/bridge.py b/bridge.py
index e254340..7f63c8a 100644
--- a/bridge.py
+++ b/bridge.py
@@ -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
diff --git a/physics.py b/physics.py
index ef9b2b9..e0afdf4 100644
--- a/physics.py
+++ b/physics.py
@@ -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
diff --git a/tools.py b/tools.py
index dd4cb6d..c23870e 100644
--- a/tools.py
+++ b/tools.py
@@ -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"