import pygame import Box2D import _Box2D class Bridge: def __init__(self, game): self.game = game self.screen = game.screen self.world = game.world self.cost = 0 self.stress = 0 self.capacity = 1 self.first_train = None self.train_off_screen = False self.train_was_created = False self.level_completed = False self.sounds = {"wooo":loadSound("sounds/wooo.wav"), "death":loadSound("sounds/death.wav"), "startup":loadSound("sounds/startup.wav")} def restart(self): self.world.run_physics = False self.train_off_screen = False 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(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(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, 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.add_cost(100) self.capacity += 500 def joint_deleted(self, joint): print "joint deleting!" self.add_cost(-100) self.capacity -= 500 def box_added(self): self.add_cost(10) 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 for joint in self.world.world.GetJointList(): if joint.GetType() == 1: if joint.asRevoluteJoint().IsMotorEnabled() == False: force = _Box2D.b2Joint_GetReactionForce(joint, 10).Length() self.stress += force if force > 500: print "destroy joint!" self.world.world.DestroyJoint(joint) self.capacity -= 500 else: vec = joint.GetAnchor1() 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) pos = self.first_train.GetPosition() if pos.x > 9.0: if not self.level_completed: self.level_completed = True self.sounds['wooo'].play() elif pos.y < 0.0: if not self.train_off_screen: self.sounds['death'].play() print "TRAIN FELL OFF!", pos.x self.train_off_screen = True 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() self.train_was_created = True 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.jointMotor(rearaxle[0],rearaxle[1],rearwheel) if len(frontaxle) == 2: 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]-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.distanceJoint(btrain[0], ftrain[0], backlink, frontlink) # function for loading sounds (mostly borrowed from Pete Shinners pygame tutorial) def loadSound(name): # if the mixer didn't load, then create an empy class that has an empty play method # this way the program will run if the mixer isn't present (sans sound) class NoneSound: def play(self): pass def set_volume(self): pass if not pygame.mixer: return NoneSound() try: sound = pygame.mixer.Sound(name) except: print "error with sound: " + name return NoneSound() return sound