From afb834fe427e142fb43d01644f5d0ba759e8565d Mon Sep 17 00:00:00 2001 From: Alex Date: Mon, 07 Jul 2008 19:47:49 +0000 Subject: mv physics.py activities.py Now should run as an an activity no problem --- diff --git a/activity.py b/activity.py index cc4e15b..958d4c1 100755..100644 --- a/activity.py +++ b/activity.py @@ -1,13 +1,334 @@ -import pygtk -pygtk.require('2.0') -import gtk -import hippo - -from sugar.activity import activity -import olpcgames - -class PhysicsActivity(olpcgames.PyGameActivity): - - game_name = 'physics' - game_title = 'Physics' - game_handler = 'physics:main' +#================================================================== +# Physics.activity +# An attempt at a Phun / Crayon Physics style physics game +# By Alex Levenson and Brian Jordan +#================================================================== + +import sys +import math +import pygame +from pygame.locals import * +from pygame.color import * +from sugar.activity import activity +import elements +from elements import Elements +from elements.menu import * +from tools import * + +# =======================================Classes================================== +# tools that can be used superlcass +class Tool(object): + def __init__(self): + # default tool name + self.name = "Tool" + def handleEvents(self,event): + # default event handling + if event.type == MOUSEBUTTONDOWN: + if menu.click(event.pos): return True + if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): + # bye bye! Hope you had fun! + sys.exit() + elif event.type == KEYDOWN: + if event.key == K_SPACE: + #space pauses + world.run_physics = not world.run_physics + else: + # let the subclasses know that no events were handled yet + return False + return True + def draw(self): + # default drawing method is don't draw anything + pass + def cancel(self): + # default cancel doesn't do anything + pass + +# The circle creation tool +class CircleTool(Tool): + def __init__(self): + self.name = "Circle" + self.pt1 = None + self.radius = None + def handleEvents(self,event): + #look for default events, and if none are handled then try the custom events + if not super(CircleTool,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: + if self.radius > 1: # elements doesn't like tiny shapes :( + world.add.ball(self.pt1,self.radius, dynamic=True, density=1.0, restitution=0.16, friction=0.5) + self.pt1 = None + self.radius = None + def draw(self): + # draw a circle from pt1 to mouse + if self.pt1 != None: + self.radius = distance(self.pt1,pygame.mouse.get_pos()) + if self.radius > 3: + thick = 3 + else: + thick = 0 + pygame.draw.circle(screen, (100,180,255),self.pt1,self.radius,thick) + pygame.draw.line(screen,(100,180,255),self.pt1,pygame.mouse.get_pos(),1) + def cancel(self): + self.pt1 = None + self.radius = None + +# The box creation tool +class BoxTool(Tool): + def __init__(self): + self.name = "Box" + self.pt1 = None + self.rect = None + def handleEvents(self,event): + #look for default events, and if none are handled then try the custom events + if not super(BoxTool,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 self.rect.width > 10 and self.rect.height > 10: # elements doesn't like small shapes :( + 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.pt1 = None + + def draw(self): + # draw a box from pt1 to mouse + if self.pt1 != None: + width = pygame.mouse.get_pos()[0] - self.pt1[0] + height = pygame.mouse.get_pos()[1] - self.pt1[1] + self.rect = pygame.Rect(self.pt1, (width, height)) + self.rect.normalize() + pygame.draw.rect(screen, (100,180,255),self.rect,3) + def cancel(self): + self.pt1 = None + self.rect = None + +# The triangle creation tool +class TriangleTool(Tool): + def __init__(self): + 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 :( + 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(screen, (100,180,255),self.vertices, 3) + pygame.draw.line(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): + def __init__(self): + 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 + 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) + 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(screen,(100,180,255),self.vertices[i],self.vertices[i+1],3) + pygame.draw.line(screen,(100,180,255),self.vertices[-1],pygame.mouse.get_pos(),3) + pygame.draw.circle(screen,(100,180,255),self.vertices[0],15,3) + + def cancel(self): + self.vertices = None + +# The magic pen tool +class MagicPenTool(Tool): + def __init__(self): + 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 + 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: + 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(screen,(100,180,255),self.vertices[i],self.vertices[i+1],3) + pygame.draw.line(screen,(100,180,255),self.vertices[-1],pygame.mouse.get_pos(),3) + pygame.draw.circle(screen,(100,180,255),self.vertices[0],15,3) + + def cancel(self): + self.vertices = None + +# The grab tool +class GrabTool(Tool): + def __init__(self): + self.name = "Grab" + def handleEvents(self,event): + #look for default events, and if none are handled then try the custom events + if not super(GrabTool,self).handleEvents(event): + if event.type == MOUSEBUTTONDOWN: + if event.button == 1: + # grab the first object at the mouse pointer + bodylist = world.get_bodies_at_pos(event.pos, include_static=False) + if bodylist and len(bodylist) > 0: + world.add.mouseJoint(bodylist[0], event.pos) + elif event.type == MOUSEBUTTONUP: + # let it go + if event.button == 1: + world.add.remove_mouseJoint() + # use box2D mouse motion + elif event.type == MOUSEMOTION and event.buttons[0]: + world.mouse_move(event.pos) + + def cancel(self): + world.add.remove_mouseJoint() + +# The joint tool +class JointTool(Tool): + def __init__(self): + 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 = world.get_bodies_at_pos(event.pos) + self.jb2 = self.jb2pos = None + elif event.type == MOUSEBUTTONUP: + if event.button == 1: + # grab the second body + self.jb2pos = event.pos + self.jb2 = world.get_bodies_at_pos(event.pos) + # if we have two distinct bodies, add a joint! + if self.jb1 and self.jb2 and str(self.jb1) != str(self.jb2): + world.add.joint(self.jb1[0],self.jb2[0],self.jb1pos,self.jb2pos) + # regardless, clean everything up + self.jb1 = self.jb2 = self.jb1pos = self.jb2pos = None + def draw(self): + if self.jb1: + pygame.draw.line(screen,(100,180,255),self.jb1pos,pygame.mouse.get_pos(),3) + + def cancel(self): + self.jb1 = self.jb2 = self.jb1pos = self.jb2pos = None + +# set up pygame +pygame.init() +size = (900,700) +screen = pygame.display.set_mode(size) +clock = pygame.time.Clock() +font = pygame.font.Font(None, 24) # font object + +# setup tools +tools = { + "Triangle": TriangleTool(), + "Box": BoxTool(), + "Circle": CircleTool(), + "Polygon": PolygonTool(), + "Magic Pen": MagicPenTool(), + "Joint": JointTool(), + "Grab": GrabTool() +} +currentTool = tools["Triangle"] + +def setTool(tool,discard=None): + global currentTool + currentTool.cancel() + currentTool = tools[tool] + +# setup the menus +menu = MenuClass() +menu.set_width(size[0]) +menu.addItem('Box', callback=setTool) +menu.addItem('Circle', callback=setTool) +menu.addItem('Triangle', callback=setTool) +menu.addItem('Polygon', callback=setTool) +menu.addItem('Magic Pen', callback=setTool) +menu.addItem('Grab', callback=setTool) +menu.addItem('Joint', callback=setTool) + +# set up the world +world = elements.Elements(size) +world.renderer.set_surface(screen) + +# load enviornment +world.add.ground() + +# Main Loop: +while True: + for event in pygame.event.get(): + currentTool.handleEvents(event) + + # Clear Display + screen.fill((255,255,255)) + + # Update & Draw World + world.update() + world.draw() + + # draw output from tools + currentTool.draw() + + # draw the menu + menu.draw(screen) + + #Print all the text on the screen + text = font.render("Current Tool: "+currentTool.name, True, (255,255,255)) + textpos = text.get_rect(left=700,top=7) + screen.blit(text,textpos) + + # Flip Display + pygame.display.flip() + + # Try to stay at 30 FPS + clock.tick(30) # originally 50 diff --git a/physics.py b/physics.py deleted file mode 100644 index 958d4c1..0000000 --- a/physics.py +++ /dev/null @@ -1,334 +0,0 @@ -#================================================================== -# Physics.activity -# An attempt at a Phun / Crayon Physics style physics game -# By Alex Levenson and Brian Jordan -#================================================================== - -import sys -import math -import pygame -from pygame.locals import * -from pygame.color import * -from sugar.activity import activity -import elements -from elements import Elements -from elements.menu import * -from tools import * - -# =======================================Classes================================== -# tools that can be used superlcass -class Tool(object): - def __init__(self): - # default tool name - self.name = "Tool" - def handleEvents(self,event): - # default event handling - if event.type == MOUSEBUTTONDOWN: - if menu.click(event.pos): return True - if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): - # bye bye! Hope you had fun! - sys.exit() - elif event.type == KEYDOWN: - if event.key == K_SPACE: - #space pauses - world.run_physics = not world.run_physics - else: - # let the subclasses know that no events were handled yet - return False - return True - def draw(self): - # default drawing method is don't draw anything - pass - def cancel(self): - # default cancel doesn't do anything - pass - -# The circle creation tool -class CircleTool(Tool): - def __init__(self): - self.name = "Circle" - self.pt1 = None - self.radius = None - def handleEvents(self,event): - #look for default events, and if none are handled then try the custom events - if not super(CircleTool,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: - if self.radius > 1: # elements doesn't like tiny shapes :( - world.add.ball(self.pt1,self.radius, dynamic=True, density=1.0, restitution=0.16, friction=0.5) - self.pt1 = None - self.radius = None - def draw(self): - # draw a circle from pt1 to mouse - if self.pt1 != None: - self.radius = distance(self.pt1,pygame.mouse.get_pos()) - if self.radius > 3: - thick = 3 - else: - thick = 0 - pygame.draw.circle(screen, (100,180,255),self.pt1,self.radius,thick) - pygame.draw.line(screen,(100,180,255),self.pt1,pygame.mouse.get_pos(),1) - def cancel(self): - self.pt1 = None - self.radius = None - -# The box creation tool -class BoxTool(Tool): - def __init__(self): - self.name = "Box" - self.pt1 = None - self.rect = None - def handleEvents(self,event): - #look for default events, and if none are handled then try the custom events - if not super(BoxTool,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 self.rect.width > 10 and self.rect.height > 10: # elements doesn't like small shapes :( - 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.pt1 = None - - def draw(self): - # draw a box from pt1 to mouse - if self.pt1 != None: - width = pygame.mouse.get_pos()[0] - self.pt1[0] - height = pygame.mouse.get_pos()[1] - self.pt1[1] - self.rect = pygame.Rect(self.pt1, (width, height)) - self.rect.normalize() - pygame.draw.rect(screen, (100,180,255),self.rect,3) - def cancel(self): - self.pt1 = None - self.rect = None - -# The triangle creation tool -class TriangleTool(Tool): - def __init__(self): - 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 :( - 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(screen, (100,180,255),self.vertices, 3) - pygame.draw.line(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): - def __init__(self): - 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 - 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) - 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(screen,(100,180,255),self.vertices[i],self.vertices[i+1],3) - pygame.draw.line(screen,(100,180,255),self.vertices[-1],pygame.mouse.get_pos(),3) - pygame.draw.circle(screen,(100,180,255),self.vertices[0],15,3) - - def cancel(self): - self.vertices = None - -# The magic pen tool -class MagicPenTool(Tool): - def __init__(self): - 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 - 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: - 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(screen,(100,180,255),self.vertices[i],self.vertices[i+1],3) - pygame.draw.line(screen,(100,180,255),self.vertices[-1],pygame.mouse.get_pos(),3) - pygame.draw.circle(screen,(100,180,255),self.vertices[0],15,3) - - def cancel(self): - self.vertices = None - -# The grab tool -class GrabTool(Tool): - def __init__(self): - self.name = "Grab" - def handleEvents(self,event): - #look for default events, and if none are handled then try the custom events - if not super(GrabTool,self).handleEvents(event): - if event.type == MOUSEBUTTONDOWN: - if event.button == 1: - # grab the first object at the mouse pointer - bodylist = world.get_bodies_at_pos(event.pos, include_static=False) - if bodylist and len(bodylist) > 0: - world.add.mouseJoint(bodylist[0], event.pos) - elif event.type == MOUSEBUTTONUP: - # let it go - if event.button == 1: - world.add.remove_mouseJoint() - # use box2D mouse motion - elif event.type == MOUSEMOTION and event.buttons[0]: - world.mouse_move(event.pos) - - def cancel(self): - world.add.remove_mouseJoint() - -# The joint tool -class JointTool(Tool): - def __init__(self): - 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 = world.get_bodies_at_pos(event.pos) - self.jb2 = self.jb2pos = None - elif event.type == MOUSEBUTTONUP: - if event.button == 1: - # grab the second body - self.jb2pos = event.pos - self.jb2 = world.get_bodies_at_pos(event.pos) - # if we have two distinct bodies, add a joint! - if self.jb1 and self.jb2 and str(self.jb1) != str(self.jb2): - world.add.joint(self.jb1[0],self.jb2[0],self.jb1pos,self.jb2pos) - # regardless, clean everything up - self.jb1 = self.jb2 = self.jb1pos = self.jb2pos = None - def draw(self): - if self.jb1: - pygame.draw.line(screen,(100,180,255),self.jb1pos,pygame.mouse.get_pos(),3) - - def cancel(self): - self.jb1 = self.jb2 = self.jb1pos = self.jb2pos = None - -# set up pygame -pygame.init() -size = (900,700) -screen = pygame.display.set_mode(size) -clock = pygame.time.Clock() -font = pygame.font.Font(None, 24) # font object - -# setup tools -tools = { - "Triangle": TriangleTool(), - "Box": BoxTool(), - "Circle": CircleTool(), - "Polygon": PolygonTool(), - "Magic Pen": MagicPenTool(), - "Joint": JointTool(), - "Grab": GrabTool() -} -currentTool = tools["Triangle"] - -def setTool(tool,discard=None): - global currentTool - currentTool.cancel() - currentTool = tools[tool] - -# setup the menus -menu = MenuClass() -menu.set_width(size[0]) -menu.addItem('Box', callback=setTool) -menu.addItem('Circle', callback=setTool) -menu.addItem('Triangle', callback=setTool) -menu.addItem('Polygon', callback=setTool) -menu.addItem('Magic Pen', callback=setTool) -menu.addItem('Grab', callback=setTool) -menu.addItem('Joint', callback=setTool) - -# set up the world -world = elements.Elements(size) -world.renderer.set_surface(screen) - -# load enviornment -world.add.ground() - -# Main Loop: -while True: - for event in pygame.event.get(): - currentTool.handleEvents(event) - - # Clear Display - screen.fill((255,255,255)) - - # Update & Draw World - world.update() - world.draw() - - # draw output from tools - currentTool.draw() - - # draw the menu - menu.draw(screen) - - #Print all the text on the screen - text = font.render("Current Tool: "+currentTool.name, True, (255,255,255)) - textpos = text.get_rect(left=700,top=7) - screen.blit(text,textpos) - - # Flip Display - pygame.display.flip() - - # Try to stay at 30 FPS - clock.tick(30) # originally 50 -- cgit v0.9.1