-
Notifications
You must be signed in to change notification settings - Fork 4
/
Copy pathbridge.py
150 lines (133 loc) · 5.85 KB
/
bridge.py
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
import pygame
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
def create_world(self):
self.world.set_color((100,150,50))
rect = pygame.Rect((-400,800), (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.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 for_each_frame(self):
self.stress = 0
joint = self.world.world.GetJointList()
going = True
while going:
if joint.GetType() == 1:
if joint.asRevoluteJoint().IsMotorEnabled() == False:
force = joint.GetReactionForce().Length()
self.stress += force
if force > 500:
print "destroy joint!"
self.world.world.DestroyJoint(joint)
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))
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 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 = (-100,490), train = (100, 50), wheelrad = 20, cars = 3, force = False):
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.world.add.jointMotor(rearaxle[0],rearaxle[1],rearwheel)
if len(frontaxle) == 2:
self.world.add.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)
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)
# 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