Example #1
0
    def test_delete9(self):
        tree = Tree2D(10, 20)
        tree.insert(6, 30)
        tree.insert(20, 8)
        tree.insert(7, 15)
        tree.insert(5, 40)
        tree.insert(15, 6)
        tree.insert(12, 10)
        tree.insert(1, 1)
        tree.insert(4, 50)
        tree.insert(7, 40)
        tree.insert(10, 10)
        tree.insert(12, 35)
        tree.insert(3, 20)
        tree.insert(15, 15)
        print(tree)
        tree.delete(20, 8)
        tree.delete(7, 15)
        tree.delete(10, 20)
        print(tree)

        corr_tree = Tree2D(10, 10)
        corr_tree.insert(6, 30)
        corr_tree.insert(12, 10)
        corr_tree.insert(1, 1)
        corr_tree.insert(5, 40)
        corr_tree.insert(15, 6)
        corr_tree.insert(12, 35)
        corr_tree.insert(3, 20)
        corr_tree.insert(4, 50)
        corr_tree.insert(7, 40)
        corr_tree.insert(15, 15)
        self.assertEqual(tree, corr_tree)
Example #2
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def insertInTreeOfCollision(tree: Tree2D, newSquare: Square, approx):
    newPoints = []
    for i in range(approx + 1):
        newPoints.append((newSquare.pointList[0][0] + newSquare.side * i // approx, newSquare.pointList[0][1]))
        newPoints.append((newSquare.pointList[1][0], newSquare.pointList[1][1] + newSquare.side * i // approx))
        newPoints.append((newSquare.pointList[2][0] - newSquare.side * i // approx, newSquare.pointList[2][1]))
        newPoints.append((newSquare.pointList[3][0], newSquare.pointList[3][1] - newSquare.side * i // approx))
    tree.insert_list(newPoints, newSquare)
Example #3
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    def test_delete3(self):
        tree = Tree2D()
        tree.insert(10, 10)
        tree.insert(6, 30)
        tree.insert(12, 10)
        tree.delete(6, 30)

        corr_tree = Tree2D()
        corr_tree.insert(10, 10)
        corr_tree.insert(12, 10)
        self.assertEqual(tree, corr_tree)
Example #4
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    def test_eq1(self):
        tree = Tree2D()
        tree.insert(10, 10)
        tree.insert(6, 30)
        tree.insert(12, 10)

        corr_tree = Tree2D()
        corr_tree.insert(10, 10)
        corr_tree.insert(6, 30)
        corr_tree.insert(12, 10)
        self.assertEqual(corr_tree, tree)
Example #5
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    def test_delete7(self):
        # we do not have right son, but have left
        tree = Tree2D()
        tree.insert(10, 10)
        tree.insert(6, 30)
        tree.insert(5, 40)
        tree.insert(1, 1)
        tree.delete(10, 10)

        corr_tree = Tree2D()
        corr_tree.insert(1, 1)
        corr_tree.insert(6, 30)
        corr_tree.insert(5, 40)
        self.assertEqual(tree, corr_tree)
Example #6
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 def __create_test_tree1__(self):
     tree = Tree2D()
     tree.insert(10, 10)
     tree.insert(6, 30)
     tree.insert(12, 10)
     tree.insert(1, 1)
     tree.insert(5, 40)
     tree.insert(15, 6)
     tree.insert(12, 35)
     return tree
Example #7
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 def test_delete5(self):
     # we have right son
     tree = self.__create_test_tree1__()
     tree.delete(6, 30)
     corr_tree = Tree2D()
     corr_tree.insert(10, 10)
     corr_tree.insert(5, 40)
     corr_tree.insert(12, 10)
     corr_tree.insert(1, 1)
     corr_tree.insert(15, 6)
     corr_tree.insert(12, 35)
     self.assertEqual(tree, corr_tree)
Example #8
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def mainDraw():
    # TODO we can store points of squares in Tree2d, or points of circle. What will be effective?
    # I think store points of circle will be effective, cos so count of requests to areas(squares) will be less
    FPS = 30
    approx = 50  # count of collision points on each side
    area = pygame.display.set_mode((WIDTH, HEIGHT))
    areaColor = (150, 150, 150)
    area.fill(areaColor)

    spawnPlace = (WIDTH // 2, HEIGHT // 2)
    spawnPlace = (167, 364)
    ballsList = []
    squareList = [Square(area, (250, 250))]
    treeOfCollision = Tree2D()
    insertInTreeOfCollision(treeOfCollision, squareList[0], approx)

    # border of screen
    treeOfCollision.insert_list([(-1, i) for i in range(HEIGHT)] + [(i, -1) for i in range(WIDTH)])
    treeOfCollision.insert_list([(WIDTH + 1, i) for i in range(HEIGHT)] + [(i, HEIGHT + 1) for i in range(WIDTH)])

    for _ in range(0):
        # angle = random.random() * 2 * math.pi
        angle = 0  # 3 * np.pi / 2 + np.pi / 6
        sp = (int(random.random() * WIDTH/3), int(random.random() * HEIGHT/3.5))
        # sp = (260, 100)
        dx, dy = math.sin(angle + math.pi / 2), math.cos(angle + math.pi / 2)
        ball = Ball(area, sp, dx, dy)
        ballsList.append(ball)
    for i in range(10):
        sq = Square(area, (i * 51, 300))
        squareList.append(sq)
        insertInTreeOfCollision(treeOfCollision, sq, approx)

        sq = Square(area, (i * 51, 500))
        squareList.append(sq)
        insertInTreeOfCollision(treeOfCollision, sq, approx)

    while True:
        area.fill(areaColor)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                exit()
            if event.type == pygame.MOUSEBUTTONUP:
                if event.button == 1:
                    angle = angleBetweenTwoPoints(spawnPlace, event.pos)
                    dx, dy = math.sin(angle + math.pi / 2), math.cos(angle + math.pi / 2)
                    print(f"New ball №{len(ballsList)} with angle:", angle)
                    ballsList.append(Ball(area, spawnPlace, dx, dy))
                if event.button == 2:
                    squareList.append(Square(area, event.pos))
                    print(f"New square №{len(squareList)} with pos:", squareList[-1].pos)
                    insertInTreeOfCollision(treeOfCollision, squareList[-1], approx)
                if event.button == 3:
                    spawnPlace = (event.pos[0], event.pos[1])
                    print("New Spawn:", spawnPlace)

        for index, ball in enumerate(ballsList):
            hit = isCollision(ball, treeOfCollision)
            ball.move(ball.deltas[0], ball.deltas[1])
            if ball.pos[0] > WIDTH or ball.pos[0] < 0 or ball.pos[1] > HEIGHT or ball.pos[1] < 0:
                ballsList.pop(index)
            if hit is not None:
                hit.lifePoints -= 1
                if hit.lifePoints <= 0:
                    deleteInTreeOfCollision(treeOfCollision, hit, approx)
        for ball in ballsList:
            ball.draw()
        for index, square in enumerate(squareList):
            if square.lifePoints <= 0:
                squareList[index] = None
            else:
                square.draw()
        for _ in range(squareList.count(None)):
            squareList.remove(None)
        font = pygame.font.Font(None, 20)
        fpsShower = font.render(str(int(timer.get_fps())), True, pygame.Color('white'))
        area.blit(fpsShower, (WIDTH - 20, 7))
        timer.tick(FPS)

        pygame.display.update()
Example #9
0
def deleteInTreeOfCollision(tree: Tree2D, square: Square, approx):
    for i in range(approx + 1):
        tree.delete(square.pointList[0][0] + square.side * i // approx, square.pointList[0][1])
        tree.delete(square.pointList[1][0], square.pointList[1][1] + square.side * i // approx)
        tree.delete(square.pointList[2][0] - square.side * i // approx, square.pointList[2][1])
        tree.delete(square.pointList[3][0], square.pointList[3][1] - square.side * i // approx)
Example #10
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 def test_delete2(self):
     tree = Tree2D(10, 10)
     tree.delete(10, 10)
     corr_tree = Tree2D()
     self.assertEqual(tree, corr_tree)
Example #11
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 def test_delete1(self):
     tree = Tree2D()
     tree.delete(0, 0)
     corr_tree = Tree2D()
     self.assertEqual(tree, corr_tree)
Example #12
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 def test_eq3(self):
     tree = Tree2D(1, 1)
     corr_tree = Tree2D()
     corr_tree.insert(1, 1)
     self.assertEqual(corr_tree, tree)
Example #13
0
 def test_eq2(self):
     tree = Tree2D()
     corr_tree = Tree2D()
     self.assertEqual(corr_tree, tree)
Example #14
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 def test_of_request_area0_3(self):
     tree = Tree2D(1, 1)
     points = tree.request_of_area(10, 1, 1)
     corr_points = []
     self.assertListEqual(points, corr_points)