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#==================================================================
# 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)
# If there's only one body, add a fixed joint
elif self.jb2:
world.add.joint(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 = world.get_bodies_at_pos(event.pos)
if self.jb2:
world.add.joint(self.jb2[0])
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
# The destroy tool
class DestroyTool(Tool):
def __init__(self):
self.name = "Destroy"
def handleEvents(self,event):
#look for default events, and if none are handled then try the custom events
if not super(DestroyTool,self).handleEvents(event):
if pygame.mouse.get_pressed()[0]:
tokill = world.get_bodies_at_pos(pygame.mouse.get_pos())
if tokill:
world.world.DestroyBody(tokill[0])
# set up pygame
pygame.init()
size = (pygame.display.list_modes()[0])
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(),
"Destroy": DestroyTool()
}
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)
menu.addItem('Destroy', 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
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