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authorWSU CS401 <wsu.cs401@gmail.com>2010-12-15 10:33:45 (GMT)
committer WSU CS401 <wsu.cs401@gmail.com>2010-12-15 10:33:45 (GMT)
commit689f46ea2f95e129284944a313dd06d87ee0df50 (patch)
treead7da93d32eb1fd06e870706f842065020ec576d
parent8e64a836d204bb4e6934a5bb898648627cc89ff2 (diff)
-Modified Bridge to use Sugar's included libs, instead of its own.HEADsugarmod/1.0master
-Change graphics to use relative positioning instead of absolute positioning. All resolutions should now work, not just XO's 1200x900
-rw-r--r--bridge.py72
-rw-r--r--physics.py3
-rw-r--r--tools.py4
3 files changed, 57 insertions, 22 deletions
diff --git a/bridge.py b/bridge.py
index 4f7eb79..f34f149 100644
--- a/bridge.py
+++ b/bridge.py
@@ -1,4 +1,6 @@
import pygame
+import Box2D
+import _Box2D
class Bridge:
def __init__(self, game):
@@ -20,14 +22,27 @@ class Bridge:
self.level_completed = False
self.train_was_created = False
+ # just an alias for convert_coord - for the sake of typing
+ def cc(self,ow,oh):
+ return self.convert_coord(ow,oh)
+
+ def convert_coord(self,old_width,old_height):
+ width, height = self.screen.get_size()
+ # The percentage height/width
+ p_width = float(old_width) / 1200
+ p_height = float(old_height) / 900
+ new_width = p_width * float(width)
+ new_height = p_height * float(height)
+ return (int(new_width), int(new_height))
+
def create_world(self):
self.world.set_color((100,150,50))
- rect = pygame.Rect((-400,800), (750, -250))
+ rect = pygame.Rect(self.cc(-400,900), self.cc(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((1600,800), (-750, -250))
+ rect = pygame.Rect(self.cc(1600,900), self.cc(-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,
@@ -54,14 +69,30 @@ class Bridge:
def box_deleted(self):
self.add_cost(-10)
+ def jointMotor(self,b1,b2,p1,torque=900,speed=-10):
+ p1 = self.world.add.to_b2vec(p1)
+ jointDef = Box2D.b2RevoluteJointDef()
+ jointDef.Initialize(b1, b2, p1)
+ jointDef.maxMotorTorque = torque
+ jointDef.motorSpeed = speed
+ jointDef.enableMotor = True
+ self.world.add.parent.world.CreateJoint(jointDef)
+
+ def distanceJoint(self,b1,b2,p1,p2):
+ # Distance Joint
+ p1 = self.world.add.to_b2vec(p1)
+ p2 = self.world.add.to_b2vec(p2)
+ jointDef = Box2D.b2DistanceJointDef()
+ jointDef.Initialize(b1, b2, p1, p2)
+ jointDef.collideConnected = True
+ self.world.add.parent.world.CreateJoint(jointDef)
+
def for_each_frame(self):
self.stress = 0
- joint = self.world.world.GetJointList()
- going = True
- while going:
+ for joint in self.world.world.GetJointList():
if joint.GetType() == 1:
if joint.asRevoluteJoint().IsMotorEnabled() == False:
- force = joint.GetReactionForce().Length()
+ force = _Box2D.b2Joint_GetReactionForce(joint, 10).Length()
self.stress += force
if force > 500:
@@ -70,14 +101,10 @@ class Bridge:
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))
+ coord = self.cc(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)
- if joint.GetNext():
- joint = joint.GetNext()
- else:
- going = False
pos = self.first_train.GetPosition()
- if pos.x > 14.0:
+ if pos.x > 9.0:
if not self.level_completed:
self.level_completed = True
self.sounds['wooo'].play()
@@ -87,7 +114,14 @@ class Bridge:
print "TRAIN FELL OFF!", pos.x
self.train_off_screen = True
- def create_train(self, worldpoint = (-100,490), train = (100, 50), wheelrad = 20, cars = 3, force = False):
+ def create_train(self, worldpoint = (-110,490), train = (100, 50), wheelrad = 20, cars = 3, force = False):
+ if worldpoint == (-110,490):
+ worldpoint = self.cc(worldpoint[0], worldpoint[1])
+ if train == (100, 50):
+ train = self.cc(train[0], train[1])
+ if wheelrad == 20:
+ x, y = self.cc(wheelrad, wheelrad)
+ wheelrad = x
if not force and self.train_was_created:
return
self.sounds['startup'].play()
@@ -120,17 +154,17 @@ class Bridge:
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)
+ self.jointMotor(rearaxle[0],rearaxle[1],rearwheel)
if len(frontaxle) == 2:
- self.world.add.jointMotor(frontaxle[0],frontaxle[1],frontwheel)
+ self.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)
+ backlink = (points[i][0]+train[0]-1,points[i][1]+train[1]-2)
+ frontlink = (points[i-1][0]+1,points[i-1][1]+train[1]-2)
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)
+ if len(ftrain) and len(btrain):
+ self.distanceJoint(btrain[0], ftrain[0], backlink, frontlink)
# function for loading sounds (mostly borrowed from Pete Shinners pygame tutorial)
def loadSound(name):
diff --git a/physics.py b/physics.py
index f9afca1..79a085a 100644
--- a/physics.py
+++ b/physics.py
@@ -110,7 +110,8 @@ def main():
pygame.init()
pygame.display.init()
x,y = pygame.display.list_modes()[0]
- screen = pygame.display.set_mode((x,y-toolbarheight-tabheight))
+ #screen = pygame.display.set_mode((x,y-toolbarheight-tabheight))
+ screen = pygame.display.set_mode((x,y-toolbarheight))
# create an instance of the game
game = PhysicsGame(screen)
# start the main loop
diff --git a/tools.py b/tools.py
index 8a34f12..7fd8ed4 100644
--- a/tools.py
+++ b/tools.py
@@ -4,7 +4,7 @@
# By Alex Levenson
#==================================================================
import pygame
-from elements import box2d
+import Box2D
from pygame.locals import *
from helpers import *
from inspect import getmro
@@ -260,7 +260,7 @@ class BridgeJointTool(Tool):
if not bodies or len(bodies) > 2:
return
- jointDef = box2d.b2RevoluteJointDef()
+ jointDef = Box2D.b2RevoluteJointDef()
if len(bodies) == 1:
if not bodies[0].IsStatic():
if event.pos[1] > 550 and (event.pos[0] < 350 or event.pos[0] > 850):