import pygame class Bridge: def __init__(self, game): self.game = game self.screen = game.screen self.world = game.world self.joints = [] self.cost = 0 self.stress = 0 self.capacity = 1 self.first_train = None self.train_off_screen = False def create_world(self): self.world.set_color((100,150,50)) rect = pygame.Rect((-400,800), (750, -250)) rect.normalize() 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((1200,800), (-350, -250)) rect.normalize() 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() def add_cost(self, value): self.cost = self.cost + value print "cost now", value def joint_added(self, joint): print "joint added!" self.joints.append(joint) self.add_cost(100) self.capacity += 500 def box_added(self): self.add_cost(10) def for_each_frame(self): self.stress = 0 for joint in self.joints: force = joint.GetReactionForce().Length() self.stress += force if force > 500: print "destroy joint!" self.world.world.DestroyJoint(joint) self.joints.remove(joint) 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) pos = self.first_train.GetPosition() if pos.y < 0: print "TRAIN FELL OFF!" self.train_off_screen = True def create_train(self, worldpoint = (-100,490), train = (100, 50), wheelrad = 20, cars = 3): points = [] self.train_off_screen = False 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) 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, 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, 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) if len(frontaxle) == 2: 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) btrain = self.world.get_bodies_at_pos(backlink) ftrain = self.world.get_bodies_at_pos(frontlink) if len(ftrain) and len(btrain): self.world.add.distanceJoint(btrain[0], ftrain[0], backlink, frontlink)