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-rw-r--r--bridge.py85
1 files changed, 48 insertions, 37 deletions
diff --git a/bridge.py b/bridge.py
index 4f7eb79..82a39b8 100644
--- a/bridge.py
+++ b/bridge.py
@@ -12,7 +12,9 @@ class Bridge:
self.train_off_screen = False
self.train_was_created = False
self.level_completed = False
- self.sounds = {"wooo":loadSound("sounds/wooo.wav"), "death":loadSound("sounds/death.wav"), "startup":loadSound("sounds/startup.wav")}
+ self.sounds = {"wooo":loadSound("sounds/wooo.wav"),
+ "death":loadSound("sounds/death.wav"),
+ "startup":loadSound("sounds/startup.wav")}
def restart(self):
self.world.run_physics = False
@@ -21,15 +23,15 @@ class Bridge:
self.train_was_created = False
def create_world(self):
- self.world.set_color((100,150,50))
- rect = pygame.Rect((-400,800), (750, -250))
+ self.world.set_color((100, 150, 50))
+ rect = pygame.Rect((-400, 825), (750, -250))
rect.normalize()
- pygame.draw.rect(self.screen, (100,180,255), 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((1600,800), (-750, -250))
+ rect = pygame.Rect((1600, 825), (-750, -250))
rect.normalize()
- pygame.draw.rect(self.screen, (100,180,255), 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)
self.world.reset_color()
@@ -57,25 +59,26 @@ class Bridge:
def for_each_frame(self):
self.stress = 0
joint = self.world.world.GetJointList()
- going = True
- while going:
- if joint.GetType() == 1:
- if joint.asRevoluteJoint().IsMotorEnabled() == False:
- force = joint.GetReactionForce().Length()
+ for j in joint:
+ try:
+ if j.IsMotorEnabled() == False:
+ force = j.GetReactionForce(30).Length()
self.stress += force
if force > 500:
print "destroy joint!"
- self.world.world.DestroyJoint(joint)
+ self.world.world.DestroyJoint(j)
self.capacity -= 500
else:
- vec = joint.GetAnchor1()
- coord = int(self.world.meter_to_screen(vec.x)),int(780 - self.world.meter_to_screen(vec.y))
- pygame.draw.circle(self.screen, (int(force/2),255-int(force/2),0), coord, 4)
- if joint.GetNext():
- joint = joint.GetNext()
- else:
- going = False
+ vec = j.GetAnchor1()
+ coord = int(self.world.meter_to_screen(vec.x)), \
+ int(self.screen.get_height() -
+ self.world.meter_to_screen(vec.y))
+ pygame.draw.circle(self.screen,
+ (int(force / 2), 255 - int(force / 2), 0),
+ coord, 6)
+ except AttributeError:
+ pass
pos = self.first_train.GetPosition()
if pos.x > 14.0:
if not self.level_completed:
@@ -87,49 +90,57 @@ class Bridge:
print "TRAIN FELL OFF!", pos.x
self.train_off_screen = True
- def create_train(self, worldpoint = (-100,490), train = (100, 50), wheelrad = 20, cars = 3, force = False):
+ def create_train(self, worldpoint = (-100, 490),
+ train = (100, 50),
+ wheelrad = 20,
+ cars = 3,
+ force = False):
if not force and self.train_was_created:
return
self.sounds['startup'].play()
self.train_was_created = True
points = []
self.train_off_screen = False
- for i in range(0,cars):
- startpoint = (worldpoint[0]-(train[0]+7)*i, worldpoint[1])
+ 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(self.screen, (200, 50, 100), rect, 3)
- rect = self.world.add.rect(rect.center, rect.width / 2, rect.height / 2,
- dynamic = True, density=10.0, restitution=0.16, friction=0.5)
+ rect = self.world.add.rect(rect.center, rect.width / 2,
+ rect.height / 2, dynamic = True,
+ density=10.0, restitution=0.16,
+ friction=0.5)
if i == 0:
self.first_train = rect
- self.world.set_color((0,0,0))
- rearwheel = (startpoint[0]+wheelrad,startpoint[1]+train[1]-wheelrad/2)
- pygame.draw.circle(self.screen, (0,0,0), rearwheel, wheelrad, 3)
- self.world.add.ball(rearwheel,wheelrad, dynamic=True, density=10.0,
+ self.world.set_color((0, 0, 0))
+ rearwheel = (startpoint[0] + wheelrad,startpoint[1] +
+ train[1] - wheelrad / 2)
+ pygame.draw.circle(self.screen, (0, 0, 0), rearwheel, wheelrad, 3)
+ self.world.add.ball(rearwheel, wheelrad, dynamic=True, density=10.0,
restitution=0.16, friction=0.5)
- frontwheel = (startpoint[0]+train[0]-wheelrad,startpoint[1]+train[1]-wheelrad/2)
- pygame.draw.circle(self.screen, (0,0,0), frontwheel, wheelrad, 3)
- self.world.add.ball(frontwheel,wheelrad, dynamic=True, density=10.0,
+ frontwheel = (startpoint[0] + train[0] - wheelrad, startpoint[1] +
+ train[1] - wheelrad / 2)
+ pygame.draw.circle(self.screen, (0, 0, 0), frontwheel, wheelrad, 3)
+ self.world.add.ball(frontwheel, wheelrad, dynamic=True, density=10.0,
restitution=0.16, friction=0.5)
self.world.reset_color()
rearaxle = self.world.get_bodies_at_pos(rearwheel)
frontaxle = self.world.get_bodies_at_pos(frontwheel)
if len(rearaxle) == 2:
- self.world.add.jointMotor(rearaxle[0],rearaxle[1],rearwheel)
+ self.world.add.jointMotor(rearaxle[0], rearaxle[1], rearwheel)
if len(frontaxle) == 2:
- self.world.add.jointMotor(frontaxle[0],frontaxle[1],frontwheel)
+ self.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)
+ 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 = self.world.get_bodies_at_pos(backlink)
ftrain = self.world.get_bodies_at_pos(frontlink)
- if len(ftrain) and len(btrain):
+ if len(ftrain) and len(btrain):
self.world.add.distanceJoint(btrain[0], ftrain[0], backlink, frontlink)
# function for loading sounds (mostly borrowed from Pete Shinners pygame tutorial)