From 9f566a7d67303242c83d3061f91f695fcee8c344 Mon Sep 17 00:00:00 2001 From: Brian Jordan Date: Mon, 07 Jul 2008 16:40:44 +0000 Subject: Merge branch 'Alex' of git://dev.laptop.org/activities/physics Epic merge Conflicts: physics.py --- (limited to 'physics.py') diff --git a/physics.py b/physics.py index 1cff1e9..958d4c1 100755..100644 --- a/physics.py +++ b/physics.py @@ -1,146 +1,334 @@ -# Physics.activity -# Go eat an apple, Newton! -# -# Brian Jordan -# Modified from Alex Levenson's testbed -# Modified from Elements demos +#================================================================== +# 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 * -def main(): - # set up pygame - pygame.init() - size = (1200,900) # A - Any way of getting a lower resolution? Changing size? - #size = (1024, 768) - screen = pygame.display.set_mode(size) - clock = pygame.time.Clock() - - # set up the world - world = elements.Elements((400,400)) # A - here? - world.renderer.set_surface(screen) +# =======================================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 - # set up enviornment - world.add.ground() - world.add.wall((100, 100), (300, 300), 5) - body=world.add.rect((900,300),width=300,height=25) - world.add.joint(body) +# 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 - # loop control - go = True +# 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) - a = 0 - jb1=jb2=jb1pos=jb2pos=None + 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) - # Main Loop: - processes key and mouse events, world update and draw - while go: - for event in pygame.event.get(): - if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): - # Quit the application -- bye bye! - go = False - - elif event.type == KEYDOWN and event.key == K_SPACE: - # Pause with SPACE - world.run_physics = not world.run_physics - - # Adds Mouse-->Object joints for grabbing/throwing objects - elif event.type == MOUSEBUTTONDOWN and event.button == 1: - # Add Mouse-->Object Joint if at an Object - 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 and event.button == 1: - # Delete Mouse-->Object Joint - world.add.remove_mouseJoint() + def cancel(self): + self.vertices = None - # Uses Box2D mouse movement +# 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) - # Adds Object-->Object joints for connecting objects - elif event.type == MOUSEBUTTONDOWN and event.button == 3: - # Connect bodies - jb1pos = event.pos - jb1 = world.get_bodies_at_pos(event.pos) - jb2 = None - jb2pos = None - elif event.type == MOUSEBUTTONUP and event.button == 3: - jb2 = world.get_bodies_at_pos(event.pos) - jb2pos = event.pos - if jb1 and jb2 and str(jb1) != str(jb2): - world.add.joint(jb1[0],jb2[0],jb1pos,jb2pos) - jb1 = jb2 = jb1pos = jb2pos = None - - # UI design -- - # We want to allow for the creation of different shapes - # UI mockups for these (to be followed along with in this section) - # are available at http://wiki.laptop.org/go/Physics - # The important ingredients here are (1) storing the X,Y mouse coordinates - # and (2) on-line resizing or visual drawing of the shapes (via - # any of Elements, pyBox2D (elements.world), pyGame, GTK?) - # We are going to use pygame.draw for this, then upon release (and - # checking for bad cases, draw the objects. Portions of these functions - # should be added to Elements + 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 - elif event.type == KEYDOWN: - if event.key == K_1: # Add triangle at mouse - x,y = pygame.mouse.get_pos() - world.add.triangle((0,0),sidelength=40) - world.add.ball((x,y), radius=20) - elif event.key == K_2: # Add circle at mouse - x,y = pygame.mouse.get_pos() - world.add.ball((100,0),radius=20) - elif event.key == K_3: - x,y = pygame.mouse.get_pos() - world.add.ball((200,0),radius=20) - elif event.key == K_4: - x,y = pygame.mouse.get_pos() - world.add.ball((300,0),radius=30) - elif event.key == K_5: - x,y = pygame.mouse.get_pos() - world.add.ball((400,0),radius=40) - elif event.key == K_6: - x,y = pygame.mouse.get_pos() - world.add.ball((500,0),radius=50) - elif event.key == K_7: - x,y = pygame.mouse.get_pos() - world.add.ball((x,y),radius=60) - elif event.key == K_8: # Add 20 high drop boxes - x,y = pygame.mouse.get_pos() - i = 0 - for j in range(20): - world.add.rect((x-i,y-(j*500)),width=20,height=10,angle=a) - elif event.key == K_9: # Add many triangles - x, y = pygame.mouse.get_pos() - for i in range(5): - for j in range(5): - world.add.triangle((x-i,y-j), sidelength=20) - elif event.key == K_k: - world.add.rect() +# 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 - # Clear Display - screen.fill((255,255,255)) +# setup tools +tools = { + "Triangle": TriangleTool(), + "Box": BoxTool(), + "Circle": CircleTool(), + "Polygon": PolygonTool(), + "Magic Pen": MagicPenTool(), + "Joint": JointTool(), + "Grab": GrabTool() +} +currentTool = tools["Triangle"] - # Update & Draw World - world.update() - world.draw() +def setTool(tool,discard=None): + global currentTool + currentTool.cancel() + currentTool = tools[tool] - if jb1pos: - pygame.draw.line(screen,THECOLORS["red"],jb1pos,pygame.mouse.get_pos(),3) +# 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() - # Flip Display - pygame.display.flip() - - # Try to stay at 30 FPS - clock.tick(30) # originally 50 - x,y = pygame.mouse.get_pos() - +# Main Loop: +while True: + for event in pygame.event.get(): + currentTool.handleEvents(event) + + # Clear Display + screen.fill((255,255,255)) - # Output framerate in caption - pygame.display.set_caption("x: %i | y: %i | elements: %i | fps: %i" % (x, y, world.element_count, int(clock.get_fps()))) -if __name__ == "__main__": - main() + # 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