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authorAlex <alex@Tiresias.(none)>2008-07-07 19:47:49 (GMT)
committer Alex <alex@Tiresias.(none)>2008-07-07 19:47:49 (GMT)
commitafb834fe427e142fb43d01644f5d0ba759e8565d (patch)
tree4d8727e341c001c6f19bce06cde7c1022660409c
parent9f566a7d67303242c83d3061f91f695fcee8c344 (diff)
mv physics.py activities.py
Now should run as an an activity no problem
-rw-r--r--[-rwxr-xr-x]activity.py347
-rw-r--r--physics.py334
2 files changed, 334 insertions, 347 deletions
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