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tools.py
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#==================================================================
# Physics.activity
# Tool Classes
# By Alex Levenson
#==================================================================
import pygame
from elements import box2d
from pygame.locals import *
from helpers import *
from inspect import getmro
import math
from gettext import gettext as _
def distance(pt1, pt2):
return math.sqrt((pt1[0] - pt2[0]) ** 2 + (pt1[1] -pt2[1]) ** 2)
def distance2(pt1,pt2,amount):
if amount == float('inf'): return True
return ((pt1[0] - pt2[0]) ** 2 + (pt1[1] - pt2[1]) ** 2) <= (amount ** 2)
# tools that can be used superlcass
class Tool(object):
name = "Tool"
icon = "icon"
toolTip = "Tool Tip"
def __init__(self,gameInstance):
self.game = gameInstance
self.name = "Tool"
def handleEvents(self,event):
handled = True
# default event handling
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
# bye bye! Hope you had fun!
self.game.running = False
elif event.type == KEYDOWN:
if event.key == K_SPACE:
#space pauses
self.game.bridge.create_train()
self.game.world.run_physics = not self.game.world.run_physics
elif event.key == K_r:
self.game.bridge.restart()
elif event.key == K_t:
self.game.bridge.create_train(force=True)
elif event.key == K_b:
self.game.setTool("girder")
elif event.key == K_c:
self.game.setTool("circle")
elif event.key == K_j:
self.game.setTool("bridgejoint")
elif event.key == K_g:
self.game.setTool("grab")
elif event.key == K_d:
self.game.setTool("destroy")
elif event.type == USEREVENT:
if hasattr(event,"action"):
if self.game.toolList.has_key(event.action): self.game.setTool(event.action)
elif event.type == MOUSEBUTTONDOWN and event.button == 1:
#self.game.canvas.grab_focus()
handled = False
else:
handled = False
return handled
def draw(self):
# default drawing method is don't draw anything
pass
def cancel(self):
# default cancel doesn't do anything
pass
def to_b2vec(self, pt):
return self.game.world.add.to_b2vec(pt)
# The circle creation tool
class CircleTool(Tool):
name = "circle"
icon = "circle"
toolTip = _("Circle")
def __init__(self,gameInstance):
self.game = gameInstance
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 :(
self.game.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(self.game.screen, (100,180,255), self.pt1, self.radius, thick)
pygame.draw.line(self.game.screen, (100,180,255), self.pt1, pygame.mouse.get_pos(), 1)
def cancel(self):
self.pt1 = None
self.radius = None
# The Girder creation tool
class GirderTool(Tool):
name = "girder"
icon = "box"
toolTip = _("Girder")
def __init__(self,gameInstance):
self.game = gameInstance
self.name = "Box"
self.pt1 = None
self.pt2 = None
self.theta = None
self.thickness = 30
self.max = 300
self.min = 100
self.red = 20
self.green = 20
self.blue = 20
self.colordiff = 20
def handleEvents(self,event):
#look for default events, and if none are handled then try the custom events
if not super(GirderTool,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.pt2!=None:
self.game.world.set_color((self.red,self.green,self.blue))
self.red += self.colordiff
self.green += self.colordiff
self.blue += self.colordiff
if self.red > 200:
self.colordiff *= -1
elif self.red < 20:
self.colordiff *= -1
print self.theta, math.degrees(self.theta)
self.game.world.add.rect(((self.pt1[0]+self.pt2[0])/2,(self.pt1[1]+self.pt2[1])/2), distance(self.pt1, self.pt2)/2, self.thickness/2, angle=math.degrees(self.theta), dynamic=True, density=1.0, restitution=0.16, friction=0.5)
self.game.bridge.box_added()
self.game.world.reset_color()
self.pt1 = None
def draw(self):
# draw a box from pt1 to mouse
if self.pt1 != None:
self.pt2 = pygame.mouse.get_pos()
self.theta = getAngle(self.pt1,self.pt2)
if distance2(self.pt1,self.pt2,self.min):
# too small! force length
self.pt2 = (self.pt1[0]+self.min * math.cos(self.theta),self.pt1[1]-self.min*math.sin(self.theta))
elif not distance2(self.pt1,self.pt2,self.max):
# too big
self.pt2 = (self.pt1[0]+(self.max * math.cos(self.theta)),self.pt1[1]-(self.max * math.sin(self.theta)))
pygame.draw.line(self.game.screen, (255,255,255), self.pt1, self.pt2, 30)
def cancel(self):
self.pt1 = None
self.rect = None
# The grab tool
class GrabTool(Tool):
name = "grab"
icon = "grab"
toolTip = _("Grab")
def __init__(self,gameInstance):
self.game = gameInstance
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 = self.game.world.get_bodies_at_pos(event.pos, include_static=False)
if bodylist and len(bodylist) > 0:
self.game.world.add.mouseJoint(bodylist[0], event.pos)
elif event.type == MOUSEBUTTONUP:
# let it go
if event.button == 1:
self.game.world.add.remove_mouseJoint()
# use box2D mouse motion
elif event.type == MOUSEMOTION and event.buttons[0]:
self.game.world.mouse_move(event.pos)
def cancel(self):
self.game.world.add.remove_mouseJoint()
# The destroy tool
class DestroyTool(Tool):
name = "destroy"
icon = "destroy"
toolTip = _("Destroy")
def __init__(self,gameInstance):
self.game = gameInstance
self.name = "Destroy"
self.vertices = None
def handleEvents(self,event):
#look for default events, and if none are handled then try the custom events
if not super(DestroyTool,self).handleEvents(event):
if pygame.mouse.get_pressed()[0]:
if not self.vertices: self.vertices = []
self.vertices.append(pygame.mouse.get_pos())
if len(self.vertices) > 10:
self.vertices.pop(0)
tokill = self.game.world.get_bodies_at_pos(pygame.mouse.get_pos())
if tokill:
jointnode = tokill[0].GetJointList()
if jointnode:
joint = jointnode.joint
self.game.bridge.joint_deleted(joint)
while joint.GetNext():
joint = joint.GetNext()
self.game.bridge.joint_deleted(joint)
self.game.world.world.DestroyBody(tokill[0])
self.game.bridge.box_deleted()
elif event.type == MOUSEBUTTONUP and event.button == 1:
self.cancel()
def draw(self):
# draw the trail
if self.vertices:
if len(self.vertices) > 1:
pygame.draw.lines(self.game.screen,(255,0,0),False,self.vertices,3)
def cancel(self):
self.vertices = None
# The joint tool
class BridgeJointTool(Tool):
name = "bridgejoint"
icon = "joint"
toolTip = _("Bridge Joint")
def __init__(self,gameInstance):
self.game = gameInstance
self.name = "Bridge 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 super(BridgeJointTool,self).handleEvents(event):
return
if event.type != MOUSEBUTTONUP or event.button != 1:
return
bodies = self.game.world.get_bodies_at_pos(event.pos,
include_static=True)
if not bodies or len(bodies) > 2:
return
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):
jointDef.Initialize(self.game.world.world.GetGroundBody(),
bodies[0], self.to_b2vec(event.pos))
else:
return
else:
return
elif len(bodies) == 2:
if bodies[0].IsStatic():
jointDef.Initialize(self.game.world.world.GetGroundBody(),
bodies[1], self.to_b2vec(event.pos))
elif bodies[1].IsStatic():
jointDef.Initialize(self.game.world.world.GetGroundBody(),
bodies[0], self.to_b2vec(event.pos))
else:
jointDef.Initialize(bodies[0], bodies[1], self.to_b2vec(event.pos))
joint = self.game.world.world.CreateJoint(jointDef)
self.game.bridge.joint_added(joint)
def draw(self):
return
def cancel(self):
self.jb1 = self.jb2 = self.jb1pos = self.jb2pos = None
def getAllTools():
this_mod = __import__(__name__)
all = [val for val in this_mod.__dict__.values() if isinstance(val, type)]
allTools = []
for a in all:
if getmro(a).__contains__(Tool) and a!= Tool: allTools.append(a)
return allTools
allTools = getAllTools()