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core.py
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core.py
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from PyQt4.QtGui import *
from PyQt4.QtCore import *
from painter import Painter
import random
import math
from winterQt import API
from winterBug import try_this
#from profilehooks import profile
# pip install profilehook; apt-get install python-profiler
# use @profile decorator for profiling function. lightUp is soooo sloooow
from cmaze import *
class Core(object):
def afterInit(self):
self.painter = Painter(self.app.scene)
self.app.painter = self.painter
self.api = API()
def main(self):
self.drawMaze(self.genMaze())
self.drawLight()
# self.app.graphicsView.centerOn(QPointF(self.player.x(), self.player.y()))
def genMaze(self):
self.maze = self.simpleMaze(side=self.app.config.options.side, unit=self.app.config.options.unit)
# [self.B, self.N] = self.fasterThenEver(self.maze)
return self.maze
# @try_this(API())
def drawMaze(self, maze):
self.map = self.painter.polygon(maze, width=2, bg_color=self.app.config.options.maze_bg_color,is_maze=True)
i = random.randrange(len(maze))
# l = self.app.config.options.unit / (2 * math.hypot(self.B[i - 1][0], self.B[i - 1][1]))
# megax = (maze[i - 1][0] + maze[i][0]) / 2 - self.B[i - 1][1] * l
# megay = (maze[i - 1][1] + maze[i][1]) / 2 + self.B[i - 1][0] * l
self.player = self.painter.player(QPointF(100,100))
# self.app.graphicsView.centerOn(QPointF(megax, megay))
# @try_this(API())
def regenMaze(self):
self.app.scene.clear()
self.app.scene.init()
del self.light
del self.player
del self.map
self.drawMaze(self.genMaze())
self.drawLight()
self.api.info('Maze regenerated')
# @try_this(API())
def drawLight(self, coord=''):
if not coord:
coord = self.player
coord = (coord.x(), coord.y())
self.light = self.painter.polygon(self.lightUp(coord, self.maze), 'yellow', 0, 'yellow', 0.5)
def redrawLight(self, pos):
self.app.scene.removeItem(self.light)
del self.light
self.drawLight(pos)
@try_this(API())
def canMove(self, dx, dy):
for i, b in enumerate(self.B):
div = dx * self.B[i][1] - dy * self.B[i][0]
if div:
px = self.player.ox() + 10 - self.maze[i][0]
py = self.player.oy() + 10 - self.maze[i][1]
k = (py * self.B[i][0] - px * self.B[i][1]) / float(div)
if k > 0 and k <= 1:
n = (py * dx - px * dy) / float(div)
if n >= 0 and n <= 1:
return False
return True
def n(self):
if self.canMove(0, -10):
self.player.moveBy(0, -10)
self.app.refresh()
def w(self):
if self.canMove(-10, 0):
self.player.moveBy(-10, 0)
self.app.refresh()
def e(self):
if self.canMove(10, 0):
self.player.moveBy(10, 0)
self.app.refresh()
def s(self):
if self.canMove(0, 10):
self.player.moveBy(0, 10)
self.app.refresh()
# @try_this(API())
def lightUp(self, player, maze):
keypoints = []
P = player
for ray in maze:
for N in ray:
A = (N[0] - P[0], N[1] - P[1])
kmin = None
semipass = 0
viewBlocked = False
for plank in maze:
L = plank[-1]
for M in plank:
B = (M[0] - L[0], M[1] - L[1])
C = (L[0] - P[0], L[1] - P[1])
L = M
div = A[0] * B[1] - A[1] * B[0]
if div > 0:
n = (C[0] * A[1] - C[1] * A[0])
if n >= 0 and n <= div:
k = (C[0] * B[1] - C[1] * B[0])
if k > 0:
if k < div:
kmin = None
viewBlocked = True
break
if k == div:
if semipass:
kmin = 1
if n:
semipass += 1
else:
semipass -= 1
if k > div: # and n and n != div:
k /= float(div)
if kmin is None or kmin > k:
kmin = k
if viewBlocked:
break
if kmin is not None:
R =(P[0] + kmin * A[0], P[1] + kmin * A[1])
if semipass == 0:
keypoints.append(N)
elif semipass < 0:
keypoints.append(N + R)
else:
keypoints.append(R + N)
# print int( atan2(kmin * A[1], kmin * A[0]) * 57.2957 + 360 ) % 360, int(hypot(kmin * A[0], kmin * A[1])), semipass
keypoints.sort(key=lambda p: atan2(p[1] - player[1], p[0] - player[0]))
i = 0
while i < len(keypoints):
if len(keypoints[i]) == 4:
tmp = keypoints.pop(i)
keypoints.insert(i,(tmp[0], tmp[1]))
keypoints.insert(i,(tmp[2], tmp[3]))
i += 2
else: i += 1
return keypoints
# @try_this(API())
def simpleMaze(self, side=36, unit=20):
f = aMaze(side, 50, 75)
# view(f)
vec = []
for y in xrange(side + 1):
for x in xrange(side + 1):
if f[x][y]:
vec.append(((unit * x, unit * y), (unit * x + unit, unit * y)))
vec.append(((unit * x, unit * y), (unit * x, unit * y + unit)))
vec.append(((unit * x, unit * y + unit), (unit * x + unit, unit * y + unit)))
vec.append(((unit * x + unit, unit * y), (unit * x + unit, unit * y + unit)))
vec = sorted(vec)
i = 0
while i + 1 < len(vec):
if vec[i] == vec[i + 1]:
vec.pop(i + 1)
vec.pop(i)
else: i += 1
i = 0
while i + 1 < len(vec):
j = i + 1
while j < len(vec):
if vec[i][1] == vec[j][0]:
if vec[i][0][0] == vec[j][1][0] or vec[i][0][1] == vec[j][1][1]:
# tmp = vec.pop(j)[1]
# vec.insert(i, (vec.pop(i)[0], tmp))
vec.insert(i, (vec.pop(i)[0], vec.pop(j - 1)[1]))
continue
# if vec[i][0] == vec[j][1]:
# if vec[j][0][0] == vec[i][1][0] or vec[j][0][1] == vec[i][1][1]:
# tmp = vec.pop(j)[0]
# vec.insert(i, (tmp, vec.pop(i)[1]))
# continue
j += 1
i += 1
vec.append(vec[0])
outstand = []
outline = []
v = [vec.pop(0)]
while vec:
for i, e in enumerate(vec):
if v[-1][1] == e[0]:
outline.append(e[0])
v.append(vec.pop(i))
break
if v[-1][1] == e[1]:
outline.append(e[1])
t = vec.pop(i)
v.append((t[1], t[0]))
break
if v[0][0] == e[1]:
outline.insert(0, e[1])
v.insert(0, vec.pop(i))
break
if v[0][0] == e[0]:
outline.insert(0, e[0])
t = vec.pop(i)
v.insert(0, (t[1], t[0]))
break
else:
if v[0][0] == v[-1][1]:
outline.append(v[0][0])
outstand.append(outline)
outline = []
v = [vec.pop(0)]
if outline:
outstand.append(outline)
outstand.pop(0)
outstand[0].reverse()
return outstand