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planet.py
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planet.py
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from random import randint
from functools import wraps
from os import path
from math import hypot, atan, ceil, degrees
from itertools import combinations
from PyQt4.QtGui import *
from PyQt4.QtCore import QRectF, QPointF
from . import settings
from .space_objects import *
from .utils import Vect
def recalc_pairs(method):
@wraps(method)
def wrapper(self, *args, **kwargs):
cls = self.__class__
assert cls is Planet
old_len = len(self.planets)
ret = method(self, *args, **kwargs)
if old_len != len(self.planets):
cls.all_pairs = tuple(combinations(self.planets, 2))
inter_planets = (pl for pl in self.planets if not pl.captured)
cls.interacting_pairs = tuple(combinations(inter_planets, 2))
return ret
return wrapper
class Planet(QGraphicsPixmapItem):
planets = list()
all_pairs = tuple()
interacting_pairs = tuple()
effects = list()
total_mass = 0
captured = False
bang = False
@recalc_pairs
def __init__(self, pixmap, image_name, radius=None,
position=None, speed=(0.0, 0.0), glow=False):
if not self.check_adding(radius): return
pixmap = pixmap.scaledToHeight(radius * 2)
super(Planet, self).__init__(pixmap)
self.image_name = image_name
self.radius = radius or settings.default_radius
self.position = position or list(settings.default_position)
self.speed = Vect(*speed)
self.glow = glow
if glow:
self.shadow_collection = []
else:
self.glow_collection = []
self.planets.append(self)
self.scene.addItem(self)
self.setZValue(1 if glow else 2)
self.set_position()
self.update_total_mass()
self.window.update_cursor()
@recalc_pairs
def delete(self):
self.planets.remove(self)
self.scene.removeItem(self)
self.update_total_mass()
self.window.update_cursor()
@recalc_pairs
def release(self):
self.setZValue(self.saved_z_val)
self.saved_z_val = None
self.captured = False
self.prev_capt_pos = None
self.speed = self.capt_speed.clone()
self.capt_speed = None
self.scene.hot_keys_enabled = True
@recalc_pairs
def capture(self):
self.saved_z_val = self.zValue()
self.setZValue(10)
self.speed = Vect(0.0, 0.0)
self.prev_capt_pos = tuple(self.position)
self.captured = True
self.scene.hot_keys_enabled = False
@classmethod
def update_total_mass(cls):
cls.total_mass = tm = int(ceil(sum((pl.mass for pl in cls.planets))))
text = 'total mass: {0} / {1}'.format(tm, settings.max_mass)
cls.window.total_mass_label.setText(text)
@classmethod
def setup(cls, window, scene):
cls.window = window
cls.scene = scene
@classmethod
def set_max_pos(cls, max_x, max_y):
cls.max_x = max_x
cls.max_y = max_y
@classmethod
def action_loop(cls, time_delta):
#print('effects count: ', len(cls.effects))
#print('planets count: ', len(cls.planets))
#print('inter pairs count: ', len(list(cls.interacting_pairs)))
#print('all pairs count: ', len(list(cls.all_pairs)))
cls.time_delta = time_delta
cls.run_effects()
cls.update_forces()
cls.update_speeds()
cls.update_positions()
cls.collect_glow()
cls.repaint()
@property
def mass(self):
return self.radius * settings.density
@property
def acceleration(self):
return self.force / self.mass
@property
def glow_rate(self):
f = 4 if self.bang else 1
return self.radius * settings.glow_factor * f if self.glow else None
def get_vector(self, other):
x = other.position[0] - self.position[0]
y = other.position[1] - self.position[1]
return Vect(x, y)
@classmethod
def update_forces(cls):
for pl in cls.planets:
pl.force = Vect(0.0, 0.0)
for pl1, pl2 in cls.interacting_pairs:
vect = pl1.get_vector(pl2)
if vect.len == 0: continue
G = settings.G
F = G * pl1.mass * pl2.mass / vect.len**2
vect.len = F
pl1.force = pl1.force + vect / 2
pl2.force = pl2.force + vect.reverse() / 2
@classmethod
def update_speeds(cls):
for pl in cls.planets:
pl.speed += pl.acceleration * cls.time_delta
@classmethod
def update_positions(cls):
for pl in cls.planets:
pl.set_position()
cls.check_collisions()
def set_position(self):
td = self.time_delta
pos_delta = self.speed * td
self.position[0] += pos_delta.x
self.position[1] += pos_delta.y
self.setPos(
int(self.position[0] - self.radius),
int(self.position[1] - self.radius)
)
if self.captured:
factor = settings.captured_speed_factor
self.capt_speed = Vect(
(self.position[0] - self.prev_capt_pos[0]),
(self.position[1] - self.prev_capt_pos[1])
) / factor / td
self.prev_capt_pos = tuple(self.position)
#reflect from borders
if self.captured: return
x_left = self.radius
x_right = self.max_x - self.radius
y_top = self.radius
y_bottom = self.max_y - self.radius
pos, s = self.position, self.speed
f = settings.reflect_factor
if pos[0] < x_left:
if s.x == 0: s.x = 10
elif s.x < 0:
s.x = -s.x * f
s.y = s.y * f
if pos[0] > x_right:
if s.x == 0: s.x = 10
elif s.x > 0:
s.x = -s.x * f
s.y = s.y * f
if pos[1] < y_top:
if s.y == 0: s.y = 10
elif s.y < 0:
s.y = -s.y * f
s.x = s.x * f
if pos[1] > y_bottom:
if s.y == 0: s.y = 10
elif s.y > 0:
s.y = -s.y * f
s.x = s.x * f
@classmethod
def check_collisions(cls):
from .space import Pixmap
check = True
while check:
for pl1, pl2 in cls.interacting_pairs:
min_dist = pl1.radius + pl2.radius
pos1, pos2 = pl1.position, pl2.position
dist = hypot(pos2[0] - pos1[0], pos2[1] - pos1[1])
#processing collision
if dist < min_dist:
imp1 = pl1.speed.clone() * pl1.mass
imp2 = pl2.speed.clone() * pl2.mass
heavier = max(pl1, pl2, key=lambda x: x.mass)
lighter = min(pl1, pl2, key=lambda x: x.mass)
k_mass = heavier.mass / lighter.mass
if k_mass <= 2:
pos = [(pos1[0] + pos2[0]) / 2, (pos1[1] + pos2[1]) / 2]
else:
pos = heavier.position
imp = (imp1 + imp2) * 0.81
pl1.delete()
pl2.delete()
img_name = settings.collided_image
pixmap = Pixmap(path.join(
settings.planet_images_path,
img_name
))
r = min_dist * 0.9
new_planet = cls(pixmap, img_name, r, pos, glow=True)
speed = imp / new_planet.mass
new_planet.speed = speed
new_planet.bang = True
def callback():
new_planet.bang = False
cls.make_explosion(pos, min_dist * 3, callback)
break
else:
check = False
def merge(self):
from .space import Pixmap
for other in self.planets:
if other is self: continue
pos1, pos2 = self.position, other.position
dist = hypot(pos2[0] - pos1[0], pos2[1] - pos1[1])
if self.radius + other.radius > dist:
if self.radius > other.radius:
image_name = self.image_name
else:
image_name = other.image_name
end_px = Pixmap(path.join(
settings.planet_images_path, image_name
))
start_px = Pixmap(path.join(
settings.planet_images_path, other.image_name
))
other.image_name = image_name
r = self.radius + other.radius
eff = PlanetMerging(other, start_px, end_px, other.radius, r)
self.delete()
self.make_collapsing()
self.effects.append(eff)
break
def _break(self):
from .space import Pixmap
direction = randint(0, 360)
b_speed = settings.break_speed
b_speed = Vect.create(b_speed, direction)
speed = self.speed / 2
speed1 = speed + b_speed
speed2 = speed - b_speed
radius = self.radius / 2
pos = Vect(*self.position)
length = radius + 1
pos_offset = Vect.create(length, direction)
pos1 = list((pos + pos_offset).coord)
pos2 = list((pos - pos_offset).coord)
image_name = self.image_name
pixmap = Pixmap(path.join(
settings.planet_images_path, image_name
))
glow = self.glow
self.delete()
cls = self.__class__
cls(pixmap, image_name, radius, pos1, speed1.coord, glow)
cls(pixmap, image_name, radius, pos2, speed2.coord, glow)
def boundingRect(self):
r1 = self.radius
r2 = settings.glow_radius
return QRectF(r1 - r2, r1 - r2, r2 * 2, r2 * 2)
@classmethod
def collect_glow(cls):
for pl1, pl2 in cls.all_pairs:
if pl1.glow and pl2.glow: continue
if not pl1.glow and not pl2.glow: continue
pos1, pos2 = pl1.position, pl2.position
dist = hypot(pos2[0] - pos1[0], pos2[1] - pos1[1])
if pl1.radius + pl2.radius > dist: continue
glow, pl = (pl1, pl2) if pl1.glow else (pl2, pl1)
if glow.captured: continue
vect = pl.get_vector(glow)
gr = settings.glow_radius
rate = min(max(1 - vect.len / gr, 0) * glow.glow_rate, 1)
pl.glow_collection.append((rate, vect))
#collect info for painting the shadows
if gr < dist or not settings.on_shadows: continue
info = []
vect = vect.reverse()
r = pl.radius
k = degrees(atan(r / vect.len))
info.extend([-(vect.angle - k), -2*k])
for angle in (-90, 90):
v = vect.clone()
v.len = r
v.rotate(angle)
info.append((v + vect + Vect(gr, gr)).coord)
glow.shadow_collection.append(info)
def paint(self, painter, option, widget):
r = self.radius
if not self.captured and self.glow and settings.on_shadows:
gr = settings.glow_radius
img = QImage(gr * 2, gr * 2, 6)
img.fill(0)
ipainter = QPainter(img)
grad = QRadialGradient(gr, gr, gr)
alpha = int(self.radius / settings.max_planet_radius
* 4 if self.bang else 1) * 50
grad.setColorAt(0, QColor(255, 166, 0, min(alpha, 255)))
grad.setColorAt(1, QColor(0, 0, 0, 0))
brush = QBrush(grad)
ipainter.setBrush(brush)
ipainter.setPen(QColor(0, 0, 0, 0))
ipainter.drawEllipse(0, 0, gr * 2, gr * 2)
ipainter.setCompositionMode(7)
for fangle, sl, fp, sp in self.shadow_collection:
path = QPainterPath(QPointF(*fp))
path.arcTo(0, 0, gr * 2, gr * 2, fangle, sl)
path.lineTo(*sp)
path.lineTo(*fp)
ipainter.fillPath(path, QBrush(QColor(0, 0, 0, 0)))
ipainter.end()
painter.drawImage(r - gr, r - gr, img)
self.shadow_collection = []
super(Planet, self).paint(painter, option, widget)
if not self.glow:
for rate, vect in self.glow_collection:
r_vect = Vect(r, r)
vect.len = r
vect += r_vect
x, y = vect.coord
alpha = int(255 * rate)
grad = QRadialGradient(x, y, r * 2)
grad.setColorAt(0, QColor(255, 166, 0, alpha))
grad.setColorAt(0.7, QColor(0, 0, 0, 0))
brush = QBrush(grad)
painter.setBrush(brush)
painter.setPen(QColor(0, 0, 0, 0))
painter.drawEllipse(0, 0, r * 2, r * 2)
self.glow_collection = []
self.draw_atmosphere(painter)
def draw_atmosphere(self, painter, pos=None):
r = self.radius
r_atm = r * 1.1
if pos is None:
pos = r - r_atm
color = QColor(self.pixmap().toImage().scaledToWidth(1).pixel(0, 0))
color.setAlpha(200)
grad = QRadialGradient(r_atm + pos, r_atm + pos, r_atm)
grad.setColorAt(0, QColor(0, 0, 0, 0))
grad.setColorAt(0.7, QColor(0, 0, 0, 0))
grad.setColorAt(0.9, color)
grad.setColorAt(1, QColor(0, 0, 0, 0))
brush = QBrush(grad)
painter.setBrush(brush)
painter.setPen(QColor(0, 0, 0, 0))
painter.drawEllipse(pos, pos, r_atm * 2, r_atm * 2)
@classmethod
def repaint(cls):
for pl in cls.planets:
pl.update()
@classmethod
def check_adding(cls, radius):
if radius * settings.density + cls.total_mass < settings.max_mass:
return True
return False
@classmethod
def make_explosion(cls, pos, radius, callback):
comp_count = settings.bang_components_count
expl = Explosion(cls.scene, pos, radius, callback, comp_count)
cls.effects.append(expl)
def make_collapsing(self, callback=None):
coll = Collapsing(self.scene, self.pixmap(), self.position, callback)
self.effects.append(coll)
@classmethod
def make_inflation(cls, pixmap, radius, pos, callback=None):
if not cls.check_adding(radius): return
pixmap = pixmap.scaledToHeight(radius * 2)
infl = Inflation(cls.scene, pixmap, pos, callback)
cls.effects.append(infl)
@classmethod
def run_effects(cls):
for eff in cls.effects:
assert isinstance(eff, Effect)
eff.run(cls.time_delta)
if eff.finished:
cls.effects.remove(eff)
eff.callback()
def mousePressEvent(self, event):
if self.window.action is None:
self.capture()
point = event.scenePos()
self.position = [point.x(), point.y()]
elif self.window.action == 'del':
self.delete()
self.make_collapsing()
elif self.window.action == 'break':
self._break()
def mouseReleaseEvent(self, event):
if not self.window.action is None: return
self.merge()
self.release()
def mouseMoveEvent(self, event):
if self.captured:
point = event.scenePos()
self.position = [point.x(), point.y()]
def to_dict(self):
return {
'image_name': self.image_name,
'radius': self.radius,
'position': self.position,
'speed': self.speed.coord,
'glow': self.glow
}