def __init__(self):
    mass = .5
    ball_radius = 25
    #~ moment = pymunk.moment_for_circle(mass, 0, radius, (0,0))
    self.body =  pymunk.Body(mass, 10)
    self.shape =pymunk.Circle(self.body, 20)
    self.shape.color=pygame.Color(255, 255, 0)
    mp=from_pygame( (pygame.mouse.get_pos()), screen )
    self.body.position=(mp[0],mp[1])
     
    self.shape.ignore_draw =True
Ejemplo n.º 2
0
    def do_event(self, event):
        """Do object selection."""
        if event.type == MOUSEBUTTONDOWN:
            self.selecting = False
            self.sel_rect.topleft = event.pos
            self.sel_rect.size = 0, 0

            p = from_pygame(event.pos, self.screen)
            self.make_active_shape(p)

        elif event.type == MOUSEMOTION:
            if self.active_shape != None:
                b = self.active_shape.body
                b.position = from_pygame(event.pos, self.screen)

            if event.buttons[0] == 1:
                self.selecting = True
                self.sel_rect.width += event.rel[0]
                self.sel_rect.height += event.rel[1]

        elif event.type == MOUSEBUTTONUP:
            self.selecting = False
Ejemplo n.º 3
0
 def set_walls(self, lines):
     self.lines = [pymunk.Segment(self.static_body, from_pygame(x, y), from_pygame(x2, y2), 0)
                   for x, y, x2, y2 in lines]
     self.space.add(self.lines)
Ejemplo n.º 4
0
def main():
    ### PyGame init
    pygame.init()
    screen = pygame.display.set_mode((width,height)) 
    clock = pygame.time.Clock()
    running = True
    font = pygame.font.SysFont("Arial", 16)
    
    ### Physics stuff
    space = pymunk.Space()   
    space.gravity = 0,-1000
    # walls - the left-top-right walls
    static= [pymunk.Segment(space.static_body, (50, 50), (50, 550), 5)
                ,pymunk.Segment(space.static_body, (50, 550), (650, 550), 5)
                ,pymunk.Segment(space.static_body, (650, 550), (650, 50), 5)
                ,pymunk.Segment(space.static_body, (50, 50), (650, 50), 5)
                ]  
    
    b2 = pymunk.Body()
    static.append(pymunk.Circle(b2, 30))
    b2.position = 300,400
    
    for s in static:
        s.friction = 1.
        s.group = 1
    space.add(static)
    
    # "Cannon" that can fire arrows
    cannon_body = pymunk.Body(pymunk.inf, pymunk.inf)
    cannon_shape = pymunk.Circle(cannon_body, 25)
    cannon_shape.sensor = True
    cannon_body.position = 100,100
    space.add(cannon_shape)
    
    arrow_body,arrow_shape = create_arrow()
    space.add(arrow_shape)
        
    space.add_collision_handler(0, 1, post_solve=post_solve_arrow_hit)

    flying_arrows = []
    
    while running:
        for event in pygame.event.get():
            if event.type == QUIT or \
                event.type == KEYDOWN and (event.key in [K_ESCAPE, K_q]):  
                running = False
            elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                start_time = pygame.time.get_ticks()
            elif event.type == KEYDOWN and event.key == K_p:
                pygame.image.save(screen, "arrows.png")
            elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
                end_time = pygame.time.get_ticks()
                
                diff = end_time - start_time
                power = max(min(diff, 1000), 10) * 1.5
                impulse = power * Vec2d(1,0)
                arrow_body.apply_impulse(impulse.rotated(arrow_body.angle))
                
                space.add(arrow_body)
                flying_arrows.append(arrow_body)
                
                arrow_body, arrow_shape = create_arrow()
                space.add(arrow_shape)
            
        keys = pygame.key.get_pressed()
        
        speed = 2.5
        if (keys[K_UP]):
            cannon_body.position += Vec2d(0,1) * speed
        if (keys[K_DOWN]):
            cannon_body.position += Vec2d(0,-1) * speed
        if (keys[K_LEFT]):
            cannon_body.position += Vec2d(-1,0) * speed
        if (keys[K_RIGHT]):
            cannon_body.position += Vec2d(1,0) * speed
            
        mouse_position = from_pygame( Vec2d(pygame.mouse.get_pos()), screen )
        cannon_body.angle = (mouse_position - cannon_body.position).angle
        # move the unfired arrow together with the cannon
        arrow_body.position = cannon_body.position + Vec2d(cannon_shape.radius + 40, 0).rotated(cannon_body.angle)
        arrow_body.angle = cannon_body.angle
        
        for flying_arrow in flying_arrows:
            drag_constant = 0.0002
            pointing_direction = Vec2d(1,0).rotated(flying_arrow.angle)
            flight_direction = Vec2d(flying_arrow.velocity)
            flight_speed = flight_direction.normalize_return_length()
            dot = flight_direction.dot(pointing_direction)
            drag_force_magnitude = (1-abs(dot)) * flight_speed **2 * drag_constant * flying_arrow.mass
            
            arrow_tail_position = Vec2d(-50, 0).rotated(flying_arrow.angle)
            flying_arrow.apply_impulse(drag_force_magnitude * -flight_direction, arrow_tail_position)
            
            flying_arrow.angular_velocity *= 0.9
            
        ### Clear screen
        screen.fill(pygame.color.THECOLORS["black"])
        
        ### Draw stuff
        draw_space(screen, space)
        
        # Power meter
        if pygame.mouse.get_pressed()[0]:
            current_time = pygame.time.get_ticks()
            diff = current_time - start_time
            power = max(min(diff, 1000), 10)
            h = power / 2
            pygame.draw.line(screen, pygame.color.THECOLORS["red"], (30,550), (30,550-h), 10)
                
        # Info and flip screen
        screen.blit(font.render("fps: " + str(clock.get_fps()), 1, THECOLORS["white"]), (0,0))
        screen.blit(font.render("Aim with mouse, hold LMB to powerup, release to fire", 1, THECOLORS["darkgrey"]), (5,height - 35))
        screen.blit(font.render("Press R to reset, ESC or Q to quit", 1, THECOLORS["darkgrey"]), (5,height - 20))
        
        pygame.display.flip()
        
        ### Update physics
        fps = 60
        dt = 1./fps
        space.step(dt)
        
        clock.tick(fps)
Ejemplo n.º 5
0
def main():
    ### PyGame init
    pygame.init()
    screen = pygame.display.set_mode((width,height)) 
    clock = pygame.time.Clock()
    running = True
    font = pygame.font.SysFont("Arial", 16)
    
    ### Physics stuff
    space = pymunk.Space()   
    space.gravity = 0,-1000
    # walls - the left-top-right walls
    static= [pymunk.Segment(space.static_body, (50, 50), (50, 550), 5)
                ,pymunk.Segment(space.static_body, (50, 550), (650, 550), 5)
                ,pymunk.Segment(space.static_body, (650, 550), (650, 50), 5)
                ,pymunk.Segment(space.static_body, (50, 50), (650, 50), 5)
                ]  
    
    b2 = pymunk.Body()
    static.append(pymunk.Circle(b2, 30))
    b2.position = 300,400
    
    for s in static:
        s.friction = 1.
        s.group = 1
    space.add(static)
    
    # "Cannon" that can fire arrows
    cannon_body = pymunk.Body(pymunk.inf, pymunk.inf)
    cannon_shape = pymunk.Circle(cannon_body, 25)
    cannon_shape.sensor = True
    cannon_body.position = 100,100
    space.add(cannon_shape)
    
    arrow_body,arrow_shape = create_arrow()
    space.add(arrow_shape)
        
    space.add_collision_handler(0, 1, post_solve=post_solve_arrow_hit)

    flying_arrows = []
    
    while running:
        for event in pygame.event.get():
            if event.type == QUIT or \
                event.type == KEYDOWN and (event.key in [K_ESCAPE, K_q]):  
                running = False
            elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                start_time = pygame.time.get_ticks()
            elif event.type == KEYDOWN and event.key == K_p:
                pygame.image.save(screen, "arrows.png")
            elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
                end_time = pygame.time.get_ticks()
                
                diff = end_time - start_time
                power = max(min(diff, 1000), 10) * 1.5
                impulse = power * Vec2d(1,0)
                arrow_body.apply_impulse(impulse.rotated(arrow_body.angle))
                
                space.add(arrow_body)
                flying_arrows.append(arrow_body)
                
                arrow_body, arrow_shape = create_arrow()
                space.add(arrow_shape)
            
        keys = pygame.key.get_pressed()
        
        speed = 2.5
        if (keys[K_UP]):
            cannon_body.position += Vec2d(0,1) * speed
        if (keys[K_DOWN]):
            cannon_body.position += Vec2d(0,-1) * speed
        if (keys[K_LEFT]):
            cannon_body.position += Vec2d(-1,0) * speed
        if (keys[K_RIGHT]):
            cannon_body.position += Vec2d(1,0) * speed
            
        mouse_position = from_pygame( Vec2d(pygame.mouse.get_pos()), screen )
        cannon_body.angle = (mouse_position - cannon_body.position).angle
        # move the unfired arrow together with the cannon
        arrow_body.position = cannon_body.position + Vec2d(cannon_shape.radius + 40, 0).rotated(cannon_body.angle)
        arrow_body.angle = cannon_body.angle
        
        for flying_arrow in flying_arrows:
            drag_constant = 0.0002
            pointing_direction = Vec2d(1,0).rotated(flying_arrow.angle)
            flight_direction = Vec2d(flying_arrow.velocity)
            flight_speed = flight_direction.normalize_return_length()
            dot = flight_direction.dot(pointing_direction)
            # (1-abs(dot)) can be replaced with (1-dot) to make arrows turn around even when fired straight up. 
            # Might not be as accurate, but maybe look better.
            drag_force_magnitude = (1-abs(dot)) * flight_speed **2 * drag_constant * flying_arrow.mass
            
            arrow_tail_position = Vec2d(-50, 0).rotated(flying_arrow.angle)
            flying_arrow.apply_impulse(drag_force_magnitude * -flight_direction, arrow_tail_position)
            
            flying_arrow.angular_velocity *= 0.9
            
        ### Clear screen
        screen.fill(pygame.color.THECOLORS["black"])
        
        ### Draw stuff
        draw(screen, space)
        
        # Power meter
        if pygame.mouse.get_pressed()[0]:
            current_time = pygame.time.get_ticks()
            diff = current_time - start_time
            power = max(min(diff, 1000), 10)
            h = power / 2
            pygame.draw.line(screen, pygame.color.THECOLORS["red"], (30,550), (30,550-h), 10)
                
        # Info and flip screen
        screen.blit(font.render("fps: " + str(clock.get_fps()), 1, THECOLORS["white"]), (0,0))
        screen.blit(font.render("Aim with mouse, hold LMB to powerup, release to fire", 1, THECOLORS["darkgrey"]), (5,height - 35))
        screen.blit(font.render("Press R to reset, ESC or Q to quit", 1, THECOLORS["darkgrey"]), (5,height - 20))
        
        pygame.display.flip()
        
        ### Update physics
        fps = 60
        dt = 1./fps
        space.step(dt)
        
        clock.tick(fps)
    def keyControl(self):
        isMinJerk = False
        isPointToPoint = False
        while (self.running):
            """ angle calculated from mouse cursor position"""
            mouse_position = from_pygame( Vec2d(self.pygame.mouse.get_pos()), self.screen )
            forced_angle = (mouse_position-self.gForearm_body.position).angle   # calculate angle with mouse cursor loc. 
            
            
            # move the unfired arrow together with the cannon
#            arrow_body.position = cannon_body.position + Vec2d(cannon_shape.radius + 40, 0).rotated(cannon_body.angle)
#            arrow_body.angle = cannon_body.angle
            
#            self.gForearm_body.torque = -0.1 

            # rest-length change
            if (isMinJerk):
                d = 10   # 40 ,  speed
                jmax = 0.8  # 1.0 , joint maxzz
                t = jmax * (10*(self.timeMinJerk/d)**3 - 15*(self.timeMinJerk/d)**4 + 6*(self.timeMinJerk/d)**5)
                
                if t > jmax:
                    self.jointMin = jmax  
                    xem_cortical_bic.SendButton(False, BUTTON_INPUT_FROM_TRIGGER) # BUTTON_INPUT_FROM_TRIGGER = 1
                    xem_cortical_tri.SendButton(False, BUTTON_INPUT_FROM_TRIGGER) # BUTTON_INPUT_FROM_TRIGGER = 1
                    print "t > jmax"

            
                else:
                    self.jointMin = t
                    if self.timeMinJerk == 0.0:  # enter only once
                        print "time 0"
                        xem_cortical_bic.SendButton(True, BUTTON_INPUT_FROM_TRIGGER) # BUTTON_INPUT_FROM_TRIGGER = 1
                        xem_cortical_tri.SendButton(True, BUTTON_INPUT_FROM_TRIGGER) # BUTTON_INPUT_FROM_TRIGGER = 1
#                        xem_cortical_bic.SendPara(bitVal = 5000, trigEvent = 8) # up  (TONIC ON triceps)
                    elif self.timeMinJerk == 7.0:
#                        xem_cortical_tri.SendPara(bitVal = 5000, trigEvent = 8)  # down  (TONIC ON biceps)
                        print "time 7"
                    
                self.timeMinJerk+= 1.0   # time step
            
           # point to point trigger in for only one cycle (non-repetitive)     
            if (isPointToPoint):
                if self.p2ptime > 500.0: # 50.0
                    xem_cortical_bic.SendButton(False, BUTTON_INPUT_FROM_TRIGGER) # BUTTON_INPUT_FROM_TRIGGER = 1
                    xem_cortical_tri.SendButton(False, BUTTON_INPUT_FROM_TRIGGER) # BUTTON_INPUT_FROM_TRIGGER = 1
                
                self.p2ptime += 1.0
            
            print self.p2ptime 
   
        
    
    
            """ key control """
            for event in self.pygame.event.get():
                if event.type == QUIT:
                    self.running = False
                elif event.type == KEYDOWN and event.key == K_ESCAPE:
                    self.plotData(self.data_bic, self.data_tri)
                    self.running = False
                elif event.type == KEYDOWN and event.key == K_p: # Point-to-point
#                    isMinJerk = True
                    bitVal = convertType(0.0, fromType = 'f', toType = 'I')
                    xem_cortical_bic.SendPara(bitVal = 0, trigEvent = 8)
                    xem_cortical_tri.SendPara(bitVal = 0, trigEvent = 8)
#                    xem_cortical_bic.SendButton(True, BUTTON_RESET_SIM) #  
#                    xem_cortical_tri.SendButton(True, BUTTON_RESET_SIM) # 
# 
#                    xem_cortical_tri.SendButton(False, BUTTON_RESET_SIM) # 
#                    xem_cortical_bic.SendButton(False, BUTTON_RESET_SIM) #           
                    self.point2pointForce(True)  # point-to-point movement
                    

#                    bitVal = convertType(200.0, fromType = 'f', toType = 'I')   
#                    xem_cortical_bic.SendPara(bitVal = 5000, trigEvent = 8)
#                    xem_cortical_tri.SendPara(bitVal = 5000, trigEvent = 8)
                    
                elif event.type == KEYDOWN and event.key == K_j:
                    self.gForearm_body.torque -= 14.0
                elif event.type == KEYDOWN and event.key == K_f:
                    #self.gForearm_body.apply_force(Vec2d.unit() * -40000, (-100,0))
                    self.gForearm_body.torque += 14.0
                elif event.type == KEYDOWN and event.key == K_t:   # tonic on
#                    bitVal = convertType(6000.0, fromType = 'f', toType = 'I')
                    xem_cortical_bic.SendPara(bitVal = 18000, trigEvent = 8)
                    xem_cortical_tri.SendPara(bitVal = 12000, trigEvent = 8)
                elif event.type == KEYDOWN and event.key == K_y:   # tonic off
                    bitVal = convertType(0.0, fromType = 'f', toType = 'I')
                    xem_cortical_bic.SendPara(bitVal = 0, trigEvent = 8)
                    xem_cortical_tri.SendPara(bitVal = 0, trigEvent = 8)
                elif event.type == KEYDOWN and event.key == K_z:
#                    self.gRest_joint_angle = self.angle
                    self.gForearm_body.angle = 0.0
                elif event.type == KEYDOWN and event.key == K_r:
                    self.gForearm_body.apply_impulse(Vec2d.unit()*0.3,  (4,  0))
                elif event.type == KEYDOWN and event.key == K_u:
                    self.gForearm_body.apply_impulse(Vec2d.unit()*0.3,  (-4,  0))
                    
                elif event.type == KEYDOWN and event.key == K_s:  #reset-sim boards
                    xem_cortical_bic.SendButton(True, BUTTON_RESET_SIM) #  
                    xem_cortical_tri.SendButton(True, BUTTON_RESET_SIM) # 
#                    xem_cortical_tri.SendButton(False, BUTTON_RESET_SIM) # 
#                    xem_cortical_bic.SendButton(False, BUTTON_RESET_SIM) #  
                    
                elif event.type == KEYDOWN and event.key == K_d:  #reset-sim boards
                    xem_cortical_bic.SendButton(False, BUTTON_RESET_SIM) #  
                    xem_cortical_tri.SendButton(False, BUTTON_RESET_SIM) # 

#                elif event.type == KEYDOWN and event.key == K_d:  #reset-sim boards
                
   
                elif event.type == KEYDOWN and event.key == K_e:  # trigger off
                    xem_cortical_bic.SendButton(False, BUTTON_INPUT_FROM_TRIGGER) # BUTTON_INPUT_FROM_TRIGGER = 1
                    xem_cortical_tri.SendButton(False, BUTTON_INPUT_FROM_TRIGGER) # BUTTON_INPUT_FROM_TRIGGER = 1
                elif event.type == KEYDOWN and event.key == K_w:  # trigger on
                    isPointToPoint = True
                    xem_cortical_bic.SendButton(True, BUTTON_INPUT_FROM_TRIGGER) # BUTTON_INPUT_FROM_TRIGGER = 1
                    xem_cortical_tri.SendButton(True, BUTTON_INPUT_FROM_TRIGGER) # BUTTON_INPUT_FROM_TRIGGER = 1
                
#                elif event.type == KEYDOWN and event.key == K_o:  # CN syn gain 50
#                    bitVal50 = convertType(50.0, fromType = 'f', toType = 'I')
#                    xem_muscle_bic.SendPara(bitVal = bitVal50, trigEvent = 10) 
#                    xem_muscle_tri.SendPara(bitVal = bitVal50, trigEvent = 10)
#                elif event.type == KEYDOWN and event.key == K_p:  # CN syn gain 100
#                    bitVal100 = convertType(100.0, fromType = 'f', toType = 'I')
#                    xem_muscle_bic.SendPara(bitVal = bitVal100, trigEvent = 10) 
#                    xem_muscle_tri.SendPara(bitVal = bitVal100, trigEvent = 10)  
                    

                elif event.type == KEYDOWN and event.key == K_l:  # forced movement, follow the mouse
                    if (self.record == True):
                        self.record = False
                    if (self.record == False):
                        self.record = True
                    k = 1
                  
                        
            """ Minos - A simple angle servo """
#            servo_torque = 3.0 * (30.0/180.0 * 3.141592 - self.gForearm_body.angle)
#            self.gForearm_body.torque += servo_torque
            
            
            """ mouse cursor controlled forced (passive) movement"""
            if (self.record == True):
                #self.gForearm_body.angle =forced_angle
                if k == len(self.j2List)-1:
                    self.gForearm_body.angle = 0.0
                else:
                    self.gForearm_body.angle = (self.j2List[k])*3.141592/180  # in radian   
                    k = k + 1
                    #print self.j2List[k]  
                    
            """  Clear screen  """
            self.screen.fill(THECOLORS["white"])  # ~1ms
            

            """ Draw stuff """
            for f in [self.gForearm_shape,]:
                ps = f.get_points()
                ps.append(ps[0])
                ps = map(self.to_pygame, ps)

                color = THECOLORS["black"]
                self.pygame.draw.lines(self.screen, color, False, ps,  2)
            #if abs(flipper_body.angle) < 0.001: flipper_body.angle = 0

            """draw circle """

#            pygame.draw.circle(self.screen, THECOLORS["black"], (300,  300), int(42), 0)
#            pygame.draw.circle(self.screen, THECOLORS["white"], (300,  300), int(40), 0)
#            pygame.draw.circle(self.screen, THECOLORS["black"], (300,  300), int(3), 0)
#            pygame.draw.line(self.screen, THECOLORS["black"], [300,  300-42], [500,  300-42],  2)
#            pygame.draw.line(self.screen, THECOLORS["black"], [300,  300+40], [500,  300+40],  2)
    
            
            """ Update physics  """
            fps = 30.0 #was 30.0
            step = 1
            dt = 1.0/fps/step
            for x in range(step):
#                self.gSpace.step(dt)
                self.gSpace.step(0.001*8*2)
            
            """ text message"""    
            myfont = self.pygame.font.SysFont("monospace", 15)
            label1 = myfont.render("j:torque down, f: torque up" , 1,  THECOLORS["black"])
            label2 = myfont.render("l: mouse-controlled movement, esc:out" , 1,  THECOLORS["black"])
            self.screen.blit(label1, (10, 10))
            self.screen.blit(label2, (10, 40))
        
            
            """ Flip screen (big delay from here!) """ 
            self.pygame.display.flip()  # ~1ms
            self.gClock.tick(fps)  # target fps
    #        self.gClock.tick(80)  # oscillate
            self.pygame.display.set_caption("fps: " + str(self.gClock.get_fps())) 
    def keyControl(self):
        while (self.running):
            """ angle calculated from mouse cursor position"""
            mouse_position = from_pygame( Vec2d(self.pygame.mouse.get_pos()), self.screen )
            forced_angle = (mouse_position-self.gForearm_body.position).angle   # calculate angle with mouse cursor loc. 
        
            
            # move the unfired arrow together with the cannon
#            arrow_body.position = cannon_body.position + Vec2d(cannon_shape.radius + 40, 0).rotated(cannon_body.angle)
#            arrow_body.angle = cannon_body.angle
            
#            self.gForearm_body.torque = -0.1 
            """ key control """
            for event in self.pygame.event.get():
                if event.type == QUIT:
                    self.running = False
                elif event.type == KEYDOWN and event.key == K_ESCAPE:
                    self.plotData(self.data_index_flexor, self.data_index_extensor,  self.data_middle_flexor,  self.data_middle_extensor)
                    self.running = False
                elif event.type == KEYDOWN and event.key == K_j:
                    self.gForearm_body.torque -= 14.0
                   
                    
                elif event.type == KEYDOWN and event.key == K_f:
                    #self.gForearm_body.apply_force(Vec2d.unit() * -40000, (-100,0))
                    self.gForearm_body.torque += 14.0
#
                elif event.type == KEYDOWN and event.key == K_z:
                    self.gForearm_body.angle = 0.0
                elif event.type == KEYDOWN and event.key == K_x:
                    self.gForearm_body_middle.angle = 0.0
                elif event.type == KEYDOWN and event.key == K_r:
                    self.gForearm_body_middle.torque += 14.0
                elif event.type == KEYDOWN and event.key == K_u:
                    self.gForearm_body_middle.torque -= 14.0

##                    
#                elif event.type == KEYDOWN and event.key == K_o:  # CN syn gain 50
#                    bitVal50 = convertType(50.0, fromType = 'f', toType = 'I')
#                    xem_muscle_index.SendPara(bitVal = bitVal50, trigEvent = 10) 
#                    xem_muscle.SendPara(bitVal = bitVal50, trigEvent = 10)
#                elif event.type == KEYDOWN and event.key == K_p:  # CN syn gain 100
#                    bitVal100 = convertType(100.0, fromType = 'f', toType = 'I')
#                    xem_muscle_index.SendPara(bitVal = bitVal100, trigEvent = 10) 
#                    xem_muscle.SendPara(bitVal = bitVal100, trigEvent = 10)  
                    

                elif event.type == KEYDOWN and event.key == K_l:  # forced movement, follow the mouse
                    if (self.record == True):
                        self.record = False
                    if (self.record == False):
                        self.record = True
                    k = 1
                  
                        
            """ mouse cursor controlled forced (passive) movement"""
            if (self.record == True):
                self.gForearm_body.angle =forced_angle
#                if k == len(self.j2List)-1:
#                    self.gForearm_body.angle = 0.0
#                else:
#                    self.gForearm_body.angle = (self.j2List[k])*3.141592/180  # in radian   
#                    k = k + 1
#                    #print self.j2List[k]  
                    
            """  Clear screen  """
            self.screen.fill(THECOLORS["white"])  # ~1ms
            

            """ Draw stuff """
            for f in [self.gForearm_shape,]:
                ps = f.get_points()
                ps.append(ps[0])
                ps = map(self.to_pygame, ps)

                color = THECOLORS["black"]
                self.pygame.draw.lines(self.screen, color, False, ps,  2)
            #if abs(flipper_body.angle) < 0.001: flipper_body.angle = 0
            
            for f in [self.gForearm_shape_middle,]:
                ps = f.get_points()
                ps.append(ps[0])
                ps = map(self.to_pygame, ps)

                color = THECOLORS["black"]
                self.pygame.draw.lines(self.screen, color, False, ps,  2)

            """draw circle """

#            pygame.draw.circle(self.screen, THECOLORS["black"], (300,  300), int(42), 0)
#            pygame.draw.circle(self.screen, THECOLORS["white"], (300,  300), int(40), 0)
#            pygame.draw.circle(self.screen, THECOLORS["black"], (300,  300), int(3), 0)
#            pygame.draw.line(self.screen, THECOLORS["black"], [300,  300-42], [500,  300-42],  2)
#            pygame.draw.line(self.screen, THECOLORS["black"], [300,  300+40], [500,  300+40],  2)
    
            
            """ Update physics  """
            fps = 30.0 #was 30.0
            step = 1
            dt = 1.0/fps/step
            for x in range(step):
                self.gSpace.step(dt) # dt
            
            """ text message"""    
            myfont = self.pygame.font.SysFont("monospace", 15)
            label1 = myfont.render("j:torque down, f: torque up" , 1,  THECOLORS["black"])
            label2 = myfont.render("l: mouse-controlled movement, esc:out" , 1,  THECOLORS["black"])
            self.screen.blit(label1, (10, 10))
            self.screen.blit(label2, (10, 40))
        
            
            """ Flip screen (big delay from here!) """ 
            self.pygame.display.flip()  # ~1ms
            self.gClock.tick(fps)  # target fps
    #        self.gClock.tick(80)  # oscillate
            self.pygame.display.set_caption("fps: " + str(self.gClock.get_fps())) 
    def keyControl(self):
        
        while (self.running):
            """ angle calculated from mouse cursor position"""
            mouse_position = from_pygame( Vec2d(self.pygame.mouse.get_pos()), self.screen )
            forced_angle = (mouse_position-self.gForearm_body.position).angle   # calculate angle with mouse cursor loc. 
            
            
#            xem_cortical_bic.SendButton(True, BUTTON_INPUT_FROM_TRIGGER) # BUTTON_INPUT_FROM_TRIGGER = 1
#            xem_cortical_tri.SendButton(True, BUTTON_INPUT_FROM_TRIGGER) # BUTTON_INPUT_FROM_TRIGGER = 1
#            
#            xem_cortical_bic.SendButton(True, BUTTON_RESET_SIM) #  
#            xem_cortical_tri.SendButton(True, BUTTON_RESET_SIM) # 
   
            
            # move the unfired arrow together with the cannon
#            arrow_body.position = cannon_body.position + Vec2d(cannon_shape.radius + 40, 0).rotated(cannon_body.angle)
#            arrow_body.angle = cannon_body.angle
            
#            self.gForearm_body.torque = -0.1 
            """ key control """
            for event in self.pygame.event.get():
                if event.type == QUIT:
                    self.running = False
                elif event.type == KEYDOWN and event.key == K_ESCAPE:
                    self.escape()
                elif event.type == KEYDOWN and event.key == K_p: 
                    self.point2pointForce(True)
                elif event.type == KEYDOWN and event.key == K_j:
                    self.cTorque()   # clock-wise torque
                elif event.type == KEYDOWN and event.key == K_0:
                    self.softReset()
                elif event.type == KEYDOWN and event.key == K_f:
                    self.ccTorque()   # counter-clockwise torque
                elif event.type == KEYDOWN and event.key == K_r:   # selective tonic on
                    self.tonicDrive(200.0) 
                elif event.type == KEYDOWN and event.key == K_y:   # tonic off
                    self.tonicDrive(0.0)
                elif event.type == KEYDOWN and event.key == K_z:
                    self.gForearm_body.angle = 0.0
                elif event.type == KEYDOWN and event.key == K_d:
                    self.currGammaDyn = 0.0
                    self.softReset()
                    self.setGammaDyn()
                elif event.type == KEYDOWN and event.key == K_e:
                    self.currGammaDyn += self.GAMMA_INC
                    self.setGammaDyn()
                elif event.type == KEYDOWN and event.key == K_s:
                    self.currGammaSta = 0.0
                    self.setGammaSta()
                elif event.type == KEYDOWN and event.key == K_w:
                    self.currGammaSta += self.GAMMA_INC
                    self.softReset()
                    self.setGammaSta()
#                elif event.type == KEYDOWN and event.key == K_r:
#                    self.gForearm_body.apply_impulse(Vec2d.unit()*0.1,  (4,  0))
#                elif event.type == KEYDOWN and event.key == K_u:
#                    self.gForearm_body.apply_impulse(Vec2d.unit()*0.1,  (-4,  0))
                    
                elif event.type == KEYDOWN and event.key == K_o:  # set CN syn gain= 50
                    self.corticalGain(50.0) 
                elif event.type == KEYDOWN and event.key == K_m:  # forced movement, follow the mouse    
                    self.mouseOn = True
                elif event.type == KEYDOWN and event.key == K_l:  # doornik replay
                    if (self.record == True):
                        self.record = False
                    if (self.record == False):
                        self.record = True
                    k = 1
                  
                        
            """ mouse cursor controlled forced (passive) movement"""
            if (self.mouseOn == True):
                self.gForearm_body.angle =forced_angle
            
            """ doornik replay """
            if (self.record == True):
                #self.gForearm_body.angle =forced_angle
                if k == len(self.j2List)-1:
                    self.gForearm_body.angle = 0.0
                else:
                    self.gForearm_body.angle = (self.j2List[k])*3.141592/180  # in radian   
                    k = k + 1
                    #print self.j2List[k]  
                    
            """  Clear screen  """
            self.screen.fill(THECOLORS["white"])  # ~1ms
            

            """ Draw stuff """
            for f in [self.gForearm_shape,]:
                ps = f.get_points()
                ps.append(ps[0])
                ps = map(self.toPygame, ps)

                color = THECOLORS["black"]
                self.pygame.draw.lines(self.screen, color, False, ps,  2)
            #if abs(flipper_body.angle) < 0.001: flipper_body.angle = 0

            """draw circle """
#            pygame.draw.circle(self.screen, THECOLORS["black"], (300,  300), int(42), 0)
#            pygame.draw.circle(self.screen, THECOLORS["white"], (300,  300), int(40), 0)
#            pygame.draw.circle(self.screen, THECOLORS["black"], (300,  300), int(3), 0)
#            pygame.draw.line(self.screen, THECOLORS["black"], [300,  300-42], [500,  300-42],  2)
#            pygame.draw.line(self.screen, THECOLORS["black"], [300,  300+40], [500,  300+40],  2)
    
            
            """ Update physics  """
            fps = 60.0 #was 30.0
            step = 1
            dt = 1.0/fps/step
            
            for x in range(step):
                self.gSpace.step(dt) #(0.001*8) matters, matched with control loop update speed..
                
                self.ind += 1                 
 
            """ text message"""    
            myfont = self.pygame.font.SysFont("monospace", 15)
            label1 = myfont.render("j:torque c, f: torque cc" , 1,  THECOLORS["black"])
            label2 = myfont.render("l: mouse-controlled movement, esc:out" , 1,  THECOLORS["black"])
            label3 = myfont.render("Trial %d/%d, GammaDynBic %.1f, GammaStaBic %.1f" % \
                                        (self.currTrial, self.TOTAL_TRIALS, \
                                        self.currGammaDyn, self.currGammaSta), 1,  THECOLORS["black"])
            label5 = myfont.render("LceBic %.1f, LceTri %.1f" % \
                                        (self.lce_bic, self.lce_tri), 1,  THECOLORS["black"])
            label6 = myfont.render("ForceBic %.1f, ForceTri %.1f" % \
                                        (self.force_bic, self.force_tri), 1,  THECOLORS["black"])
            self.screen.blit(label1, (10, 10))
            self.screen.blit(label2, (10, 30))
            self.screen.blit(label3, (10, 50))
#            self.screen.blit(label4, (10, 70))
            self.screen.blit(label5, (10, 90))
            self.screen.blit(label6, (10, 110))
        
            
            """ Flip screen (big delay from here!) """ 
            self.pygame.display.flip()  # ~1ms
            self.gClock.tick(fps)  # target fps
    #        self.gClock.tick(80)  # oscillate
            self.pygame.display.set_caption("fps: " + str(self.gClock.get_fps())) 
def main():
    
     
    ### PyGame init
    pygame.init()
    
    clock = pygame.time.Clock()
    running = True


    ### Physics stuff
    
    space.gravity = 0,-980
    static= [pymunk.Segment(space.static_body, (10, 50), (10, 590), 5),
        pymunk.Segment(space.static_body, (500, 200), (900,200), 5),
        pymunk.Segment(space.static_body, (500, 100), (900,100), 5),
         pymunk.Segment(space.static_body, (500, 300), (900,300), 5),
         pymunk.Segment(space.static_body, (500, 100), (450,150), 5),
         pymunk.Segment(space.static_body, (10, 590), (890, 590), 5)
                ]

    for s in static:
        s.friction = 1.
        s.group = 1
    space.add(static)
    # "Cannon" that can fire arrows
    cannon_body = pymunk.Body(10, 10)
    cannon_shape = pymunk.Circle(cannon_body, .1)
    cannon_shape.ignore_draw=True
    #~ cannon_shape.sensor = True
    cannon_body.position = 100,150
    #~ space.add(cannon_shape)

    ball_body,ball_shape = create_ball()
    pig_body,pig_shape = create_pig()
    #~ ball_shape.ignore_draw=True
    


    while running:
        start=Vec2d (100,300)
        for event in pygame.event.get():
            mp=from_pygame( (pygame.mouse.get_pos()), screen )
            if event.type == QUIT or \
                event.type == KEYDOWN and (event.key in [K_ESCAPE, K_q]):
                running = False
            elif  pygame.mouse.get_pressed()[1]:
                pig_body.position=mp
                space.add(pig_body)
                space.add(pig_shape)
                pig_body, pig_shape = create_pig()
                print len(space.shapes)
                break
            elif event.type == pygame.MOUSEMOTION and  pygame.mouse.get_pressed()[0]:
                cannon_body.position =Vec2d (mp[0],mp[1])
                print cannon_body.position
            elif event.type == pygame.MOUSEBUTTONUP and  pygame.mouse.get_pressed()[1]==False:
                diff =  -1*(Vec2d(mp)  - start)
                print("abs="+str(diff))
                cannon_body.position =start
                
                impulse = diff* 75
                ball_body.apply_impulse(impulse.rotated(ball_body.angle))

                space.add(ball_body)
                
                #~ ball_shape.ignore_draw=True
                ball_body, ball_shape = create_ball()
                space.add(ball_shape)
                
                
        mouse_position = from_pygame( Vec2d(pygame.mouse.get_pos()), screen )
        cannon_body.angle = (mouse_position - cannon_body.position).angle
        # move the unfired ball together with the cannon
        ball_body.position = cannon_body.position 
        ball_body.angle = cannon_body.angle


        ### Clear screen
        screen.fill(pygame.color.THECOLORS["white"])

        ### Draw stuff
        background = os.path.join("bgsl.png")
        background_surface = pygame.image.load(background)
        screen.blit(background_surface, (0,0)) 
        
        #~ animation_offset = 32*0
        col=[]
        pigs=[]
        for x in space.shapes:
            if x.body.mass>1:
                col.append(x)
            else:
                pigs.append(x)
        #~ print len(col)
        for x in col:
            tem=x.body.position
            tem=list(tem)
            pos=tem[0]-20,tem[1]+20
            #~ position=5
            #~ print (s)
            screen.blit(img, to_pygame(pos, screen))
        for x in pigs:
            tem=x.body.position
            tem=list(tem)
            pos=tem[0]-30,tem[1]+20
            #~ position=5
            #~ print (s)
            screen.blit(pigimg, to_pygame(pos, screen))
        draw_space(screen, space)


        pygame.display.flip()

        ### Update physics
        fps = 60
        dt = 1./fps
        space.step(dt)
        

        clock.tick(fps)
Ejemplo n.º 10
0
 def get_mouse_pos(self, is_pygame = True): 
   if is_pygame: return pygame.mouse.get_pos()
   return from_pygame(pygame.mouse.get_pos(), self.screen)