1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
|
#==================================================================
# 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(),3)
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()) > 10: # 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(),3)
def cancel(self):
self.pt1 = None
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 = (700,700)
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(),
"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('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=500,top=7)
screen.blit(text,textpos)
# Flip Display
pygame.display.flip()
# Try to stay at 30 FPS
clock.tick(30) # originally 50
|