class Example(Frame): def __init__(self, parent): Frame.__init__(self, parent) self.parent = parent self.buttons = {} self.nodes = {} self.edges = {} self.active_node = None self.active_edge = None self.start = None self.x = None self.y = None self.cycles = None self.show_cycles_only_mode = False self.steps = None self.step_index = None self.parent.title("Demonstrační aplikace - nalezení elementárních cyklů v orientovaném grafu") self.style = Style() self.style.theme_use("default") self.pack(fill=BOTH, expand=1) self.columnconfigure(1, weight=1) self.columnconfigure(3, pad=7) self.rowconfigure(5, weight=1) self.rowconfigure(6, pad=7) self.label = Label(self, text="graf1.graphml") self.label.grid(sticky=W, pady=4, padx=5) self.canvas = Canvas(self) self.canvas.bind('<Double-Button-1>', self.event_add_node) self.canvas.bind('<Button-1>', self.event_add_edge_start) self.canvas.bind('<B1-Motion>', self.event_add_edge_move) self.canvas.bind('<ButtonRelease-1>', self.event_add_edge_end) self.canvas.bind('<Button-3>', self.event_move_node_start) self.canvas.bind('<B3-Motion>', self.event_move_node) self.canvas.pack() self.canvas.grid(row=1, column=0, columnspan=2, rowspan=6, padx=5, sticky=E + W + S + N) self.buttons['start'] = b = Button(self, text="Start", width=15) b.bind('<Button-1>', self.event_start) b.grid(row=1, column=3) self.buttons['next'] = b = Button(self, text=">>", width=15, state=DISABLED) b.bind('<Button-1>', self.event_next_step) b.grid(row=2, column=3, pady=4) self.buttons['prev'] = b = Button(self, text="<<", width=15, state=DISABLED) b.bind('<Button-1>', self.event_prev_step) b.grid(row=3, column=3, pady=4) b = Checkbutton(self, text="Pouze cykly", command=self.event_change_mode) b.grid(row=4, column=3, pady=4) self.buttons['reset'] = b = Button(self, text="Reset", width=15) b.bind('<Button-1>', self.event_reset) b.grid(row=6, column=3) menubar = Menu(self.parent) self.parent.config(menu=menubar) fileMenu = Menu(menubar) fileMenu.add_command(label="Načíst", command=self.onLoad) fileMenu.add_command(label="Uložit", command=self.onSave) fileMenu.add_separator() fileMenu.add_command(label="Konec", command=self.onExit) menubar.add_cascade(label="Soubor", menu=fileMenu) fileMenu = Menu(menubar) fileMenu.add_command(label="O aplikaci", command=self.onAbout) menubar.add_cascade(label="Nápověda", menu=fileMenu) def onExit(self): self.quit() def onLoad(self): fileTypes = [('Soubory typu GraphML', '*.graphml')] dialog = tkFileDialog.Open(self, filetypes=fileTypes) filename = dialog.show() if filename != '': self.readFile(filename) def onSave(self): fileTypes = [('GraphML files', '*.graphml')] dialog = tkFileDialog.SaveAs(self, filetypes=fileTypes) filename = dialog.show() if filename != '': if not filename.endswith(".graphml"): filename += ".graphml" self.writeFile(filename) def onAbout(self): box.showinfo("O aplikaci", "Demonstrace algoritmu nalezení elementárních cyklů v orientovaném grafu podle D. B. Johnsona. \n\n" "Autoři:\n" "Paulík Miroslav\n" "Pavlů Igor\n" "FIT VUT v Brně 2013") def readFile(self, filename): self.reset() try: parser = GraphMLParser() g = parser.parse(filename) except Exception: box.showerror("Chyba při zpracování vstupního souboru", "Chybný formát souboru.") return nodeMap = {} try: for gnode in g.nodes(): nodeMap[gnode.id] = self.__add_node(int(gnode['x']), int(gnode['y'])) except KeyError: box.showerror("Chyba při zpracování vstupního souboru", "Uzlum chybi udaje o pozici (atributy x a y).") self.reset() return try: for gedge in g.edges(): start = nodeMap[gedge.node1.id] end = nodeMap[gedge.node2.id] isCurve = gedge.node1.id == gedge.node2.id self.__add_edge(start, end, isCurve) self.label.configure(text=os.path.basename(filename)) except KeyError: box.showerror("Chyba při zpracování vstupního souboru", "Soubor obsahuje hrany spojujici neexistujici hrany") self.reset() return self.repaint() def writeFile(self, filename): g = Graph() for i in self.nodes: node = self.nodes[i] node.name = str(i) gnode = g.add_node(i) gnode['label'] = i gnode['x'] = node.x gnode['y'] = node.y for i in self.edges: edge = self.edges[i] edge.name = i parser = GraphMLParser() parser.write(g, filename) def repaint(self): for e in self.edges: edge = self.edges[e] self.canvas.itemconfigure(e, fill=edge.color) for v in self.nodes: node = self.nodes[v] self.canvas.itemconfigure(v, fill=node.color) def reset_colors(self): for n in self.nodes: self.nodes[n].color = "white" for e in self.edges: self.edges[e].color = "grey" def reset(self): self.nodes = {} self.edges = {} self.canvas.delete("all") self.buttons['prev'].config(state=DISABLED) self.buttons['next'].config(state=DISABLED) def run(self): x = ElementaryCircuitsDetector(self.nodes, self.edges) x.detect_cycles() self.cycles = x.cycles self.step_index = 0 self.steps = x.get_all_steps() self.algorithm_step_move(0) if len(self.steps) > 0: self.buttons['prev'].config(state=1) self.buttons['next'].config(state=1) def event_reset(self, event): self.reset() def event_prev_step(self, event): if str(self.buttons['prev'].cget("state")) != str(DISABLED): self.algorithm_step_move(-1) def event_next_step(self, event): if str(self.buttons['next'].cget("state")) != str(DISABLED): self.algorithm_step_move(1) def event_start(self, event): self.run() def event_change_mode(self): self.show_cycles_only_mode = not self.show_cycles_only_mode self.run() def event_add_edge_start(self, event): self.x = event.x self.y = event.y def event_add_edge_move(self, event): if self.active_edge is None: self.active_edge = self.canvas.create_line(self.x, self.y, event.x, event.y, arrow="last", width=2) else: x1, y1, x2, y2 = self.canvas.coords(self.active_edge) self.canvas.coords(self.active_edge, x1, y1, event.x, event.y) def event_add_edge_end(self, event): if self.active_edge is None: return x1, y1, x2, y2 = self.canvas.coords(self.active_edge) start = self.__get_node_from_position(x1, y1) end = self.__get_node_from_position(x2, y2) if start is None or end is None: self.canvas.delete(self.active_edge) elif start == end: self.canvas.delete(self.active_edge) edge = Edge(start, start, True) points = edge.get_coords() self.active_edge = self.canvas.create_line(points, width=2, smooth=True, arrow="last") self.canvas.tag_lower(self.active_edge, min(self.nodes.keys())) self.edges[self.active_edge] = edge else: x, y = self.__calculate_edge_end_from_nodes(start, end) self.canvas.coords(self.active_edge, start.x, start.y, x, y) self.canvas.tag_lower(self.active_edge, min(self.nodes.keys())) edge = Edge(start, end) self.edges[self.active_edge] = edge self.active_edge = None self.x = None self.y = None def event_move_node_start(self, event): id = self.__get_id_from_position(event.x, event.y) if id is None: return self.__activate_node(id) self.x = event.x self.y = event.y def event_move_node(self, event): id = self.active_node if id is None: return deltax = event.x - self.x deltay = event.y - self.y self.canvas.move(id, deltax, deltay) self.x = event.x self.y = event.y coord = self.canvas.coords(id) self.nodes[self.active_node].x = (coord[2] - coord[0]) / 2 + coord[0] self.nodes[self.active_node].y = (coord[3] - coord[1]) / 2 + coord[1] self.__repair_edge_starting_in_node(self.nodes[self.active_node]) self.__repair_edge_ending_in_node(self.nodes[self.active_node]) def event_add_node(self, event): id = self.__get_id_from_position(event.x, event.y, reverse=True) if id is None or id not in self.nodes: self.__add_node(event.x, event.y) def __repair_edge_ending_in_node(self, node): list_of_edge_ids = [] for edge_id in self.edges: edge = self.edges[edge_id] if edge.end == node: list_of_edge_ids.append(edge_id) for edge_id in list_of_edge_ids: edge = self.edges[edge_id] x, y = self.__calculate_edge_end_from_nodes(edge.start, edge.end) if edge.is_curve: coords = edge.get_coords() self.canvas.coords(edge_id, coords[0][0], coords[0][1], coords[1][0], coords[1][1], coords[2][0], coords[2][1], coords[3][0], coords[3][1]) else: self.canvas.coords(edge_id, edge.start.x, edge.start.y, x, y) def __repair_edge_starting_in_node(self, node): list_of_edge_ids = [] for edge_id in self.edges: edge = self.edges[edge_id] if edge.start == node: list_of_edge_ids.append(edge_id) for edge_id in list_of_edge_ids: edge = self.edges[edge_id] x, y = self.__calculate_edge_end_from_nodes(edge.start, edge.end) if edge.is_curve: coords = edge.get_coords() self.canvas.coords(edge_id, coords[0][0], coords[0][1], coords[1][0], coords[1][1], coords[2][0], coords[2][1], coords[3][0], coords[3][1]) else: self.canvas.coords(edge_id, edge.start.x, edge.start.y, x, y) def __calculate_edge_end_from_nodes(self, start_node, end_node): diffx = end_node.x - start_node.x diffy = end_node.y - start_node.y distance = math.sqrt(diffx ** 2 + diffy ** 2) if distance > 0: ratio = NODE_SIZE / 2 / distance x = end_node.x - diffx * ratio y = end_node.y - diffy * ratio return x, y return end_node.x, end_node.y def __activate_node(self, id): self.__deactivate_node() if id in self.nodes: self.active_node = id def __deactivate_node(self): self.active_node = None def __get_id_from_position(self, x, y, reverse=False): overlaping = self.canvas.find_overlapping(x, y, x, y) if len(overlaping) > 0: if reverse: return overlaping[-1] else: return overlaping[0] else: return None def __get_node_from_position(self, x, y): id = self.__get_id_from_position(x, y) if id is not None and id in self.nodes: return self.nodes[id] else: return None def __add_node(self, x, y): node = Node(x, y) id = self.canvas.create_oval(node.get_coord(), fill="blue") self.nodes[id] = node return node def __add_edge(self, start, end, is_curve=False): edge = Edge(start, end, is_curve) if is_curve: id = self.canvas.create_line(edge.get_coords(), width=2, smooth=True, arrow="last") else: id = self.canvas.create_line(start.x, start.y, end.x, end.y, arrow="last", width=2) self.edges[id] = edge self.canvas.tag_lower(id, min(self.nodes.keys())) self.__repair_edge_starting_in_node(start) return edge def algorithm_step_move(self, move): if self.show_cycles_only_mode: # cycles only if (self.step_index + move) < len(self.cycles) and self.step_index + move >= 0: self.step_index += move self.reset_colors() colors = ['green', 'blue', 'red', 'yellow', 'purple', 'brown'] color_index = self.step_index % len(colors) for edge in self.cycles[self.step_index]: edge.color = edge.start.color = edge.end.color = colors[color_index] self.repaint() else: if (self.step_index + move) < len(self.steps) and self.step_index + move >= 0: self.step_index += move self.reset_colors() for i in range(self.step_index + 1): colors = self.steps[i] for id in colors: if id in self.nodes.keys(): self.nodes[id].color = colors[id] elif id in self.edges.keys(): self.edges[id].color = colors[id] self.repaint()
class histogramWidget: BACKGROUND = "#222222" EDGE_HISTOGRAM_COLOR = "#999999" NODE_HISTOGRAM_COLOR = "#555555" TOOLTIP_COLOR="#FFFF55" PADDING = 8 CENTER_WIDTH = 1 CENTER_COLOR = "#444444" ZERO_GAP = 1 UPDATE_WIDTH = 9 UPDATE_COLOR = "#FFFFFF" HANDLE_WIDTH = 5 HANDLE_COLOR = "#FFFFFF" HANDLE_LENGTH = (HEIGHT-2*PADDING) TICK_COLOR = "#FFFFFF" TICK_WIDTH = 10 TICK_FACTOR = 2 LOG_BASE = 10.0 def __init__(self, parent, x, y, width, height, data, logScale=False, callback=None): self.canvas = Canvas(parent,background=histogramWidget.BACKGROUND, highlightbackground=histogramWidget.BACKGROUND,width=width,height=height) self.canvas.place(x=x,y=y,width=width,height=height,bordermode="inside") self.logScale = logScale self.callback = callback self.edgeBars = [] self.nodeBars = [] self.binValues = [] self.numBins = len(data) - 1 self.currentBin = self.numBins # start the slider at the highest bin edgeRange = 0.0 nodeRange = 0.0 for values in data.itervalues(): if values[0] > edgeRange: edgeRange = values[0] if values[1] > nodeRange: nodeRange = values[1] edgeRange = float(edgeRange) # ensure that it will yield floats when used in calculations... nodeRange = float(nodeRange) if logScale: edgeRange = math.log(edgeRange,histogramWidget.LOG_BASE) nodeRange = math.log(nodeRange,histogramWidget.LOG_BASE) # calculate the center line - but don't draw it yet self.center_x = histogramWidget.PADDING if self.logScale: self.center_x += histogramWidget.TICK_WIDTH+histogramWidget.PADDING self.center_y = height/2 self.center_x2 = width-histogramWidget.PADDING self.center_y2 = self.center_y + histogramWidget.CENTER_WIDTH # draw the histograms with background-colored baseline rectangles (these allow tooltips to work on very short bars with little area) self.bar_interval = float(self.center_x2 - self.center_x) / (self.numBins+1) bar_x = self.center_x edge_y2 = self.center_y-histogramWidget.PADDING edge_space = edge_y2-histogramWidget.PADDING node_y = self.center_y2+histogramWidget.PADDING node_space = (height-node_y)-histogramWidget.PADDING thresholds = sorted(data.iterkeys()) for threshold in thresholds: self.binValues.append(threshold) edgeWeight = data[threshold][0] nodeWeight = data[threshold][1] if logScale: if edgeWeight > 0: edgeWeight = math.log(edgeWeight,histogramWidget.LOG_BASE) else: edgeWeight = 0 if nodeWeight > 0: nodeWeight = math.log(nodeWeight,histogramWidget.LOG_BASE) else: nodeWeight = 0 bar_x2 = bar_x + self.bar_interval edge_y = histogramWidget.PADDING + int(edge_space*(1.0-edgeWeight/edgeRange)) edge = self.canvas.create_rectangle(bar_x,edge_y,bar_x2,edge_y2,fill=histogramWidget.EDGE_HISTOGRAM_COLOR,width=0) baseline = self.canvas.create_rectangle(bar_x,edge_y2+histogramWidget.ZERO_GAP,bar_x2,edge_y2+histogramWidget.PADDING,fill=histogramWidget.BACKGROUND,width=0) self.canvas.addtag_withtag("Threshold: %f" % threshold,edge) self.canvas.addtag_withtag("No. Edges: %i" % data[threshold][0],edge) self.canvas.tag_bind(edge,"<Enter>",self.updateToolTip) self.canvas.tag_bind(edge,"<Leave>",self.updateToolTip) self.edgeBars.append(edge) self.canvas.addtag_withtag("Threshold: %f" % threshold,baseline) self.canvas.addtag_withtag("No. Edges: %i" % data[threshold][0],baseline) self.canvas.tag_bind(baseline,"<Enter>",self.updateToolTip) self.canvas.tag_bind(baseline,"<Leave>",self.updateToolTip) node_y2 = node_y + int(node_space*(nodeWeight/nodeRange)) node = self.canvas.create_rectangle(bar_x,node_y,bar_x2,node_y2,fill=histogramWidget.NODE_HISTOGRAM_COLOR,width=0) baseline = self.canvas.create_rectangle(bar_x,node_y-histogramWidget.PADDING,bar_x2,node_y-histogramWidget.ZERO_GAP,fill=histogramWidget.BACKGROUND,width=0) self.canvas.addtag_withtag("Threshold: %f" % threshold,node) self.canvas.addtag_withtag("No. Nodes: %i" % data[threshold][1],node) self.canvas.tag_bind(node,"<Enter>",self.updateToolTip) self.canvas.tag_bind(node,"<Leave>",self.updateToolTip) self.nodeBars.append(node) self.canvas.addtag_withtag("Threshold: %f" % threshold,baseline) self.canvas.addtag_withtag("No. Nodes: %i" % data[threshold][1],baseline) self.canvas.tag_bind(baseline,"<Enter>",self.updateToolTip) self.canvas.tag_bind(baseline,"<Leave>",self.updateToolTip) bar_x = bar_x2 # now draw the center line self.centerLine = self.canvas.create_rectangle(self.center_x,self.center_y,self.center_x2,self.center_y2,fill=histogramWidget.CENTER_COLOR,width=0) # draw the tick marks if logarithmic if self.logScale: tick_x = histogramWidget.PADDING tick_x2 = histogramWidget.PADDING+histogramWidget.TICK_WIDTH start_y = edge_y2 end_y = histogramWidget.PADDING dist = start_y-end_y while dist > 1: dist /= histogramWidget.TICK_FACTOR self.canvas.create_rectangle(tick_x,end_y+dist-1,tick_x2,end_y+dist,fill=histogramWidget.TICK_COLOR,width=0) start_y = node_y end_y = height-histogramWidget.PADDING dist = end_y-start_y while dist > 1: dist /= histogramWidget.TICK_FACTOR self.canvas.create_rectangle(tick_x,end_y-dist,tick_x2,end_y-dist+1,fill=histogramWidget.TICK_COLOR,width=0) # draw the update bar bar_x = self.currentBin*self.bar_interval + self.center_x bar_x2 = self.center_x2 bar_y = self.center_y-histogramWidget.UPDATE_WIDTH/2 bar_y2 = bar_y+histogramWidget.UPDATE_WIDTH self.updateBar = self.canvas.create_rectangle(bar_x,bar_y,bar_x2,bar_y2,fill=histogramWidget.UPDATE_COLOR,width=0) # draw the handle handle_x = self.currentBin*self.bar_interval-histogramWidget.HANDLE_WIDTH/2+self.center_x handle_x2 = handle_x+histogramWidget.HANDLE_WIDTH handle_y = self.center_y-histogramWidget.HANDLE_LENGTH/2 handle_y2 = handle_y+histogramWidget.HANDLE_LENGTH self.handleBar = self.canvas.create_rectangle(handle_x,handle_y,handle_x2,handle_y2,fill=histogramWidget.HANDLE_COLOR,width=0) self.canvas.tag_bind(self.handleBar, "<Button-1>",self.adjustHandle) self.canvas.tag_bind(self.handleBar, "<B1-Motion>",self.adjustHandle) self.canvas.tag_bind(self.handleBar, "<ButtonRelease-1>",self.adjustHandle) parent.bind("<Left>",lambda e: self.nudgeHandle(e,-1)) parent.bind("<Right>",lambda e: self.nudgeHandle(e,1)) # init the tooltip as nothing self.toolTipBox = self.canvas.create_rectangle(0,0,0,0,state="hidden",fill=histogramWidget.TOOLTIP_COLOR,width=0) self.toolTip = self.canvas.create_text(0,0,state="hidden",anchor="nw") self.canvas.bind("<Enter>",self.updateToolTip) self.canvas.bind("<Leave>",self.updateToolTip) def adjustHandle(self, event): newBin = int(self.numBins*(event.x-self.center_x)/float(self.center_x2-self.center_x)+0.5) if newBin == self.currentBin or newBin < 0 or newBin > self.numBins: return self.canvas.move(self.handleBar,(newBin-self.currentBin)*self.bar_interval,0) self.currentBin = newBin if self.callback != None: self.callback(self.binValues[newBin]) def nudgeHandle(self, event, distance): temp = self.currentBin+distance if temp < 0 or temp > self.numBins: return self.canvas.move(self.handleBar,distance*self.bar_interval,0) self.currentBin += distance if self.callback != None: self.callback(self.binValues[self.currentBin]) def update(self, currentBins): currentBar = self.canvas.coords(self.updateBar) self.canvas.coords(self.updateBar,currentBins*self.bar_interval+self.center_x,currentBar[1],currentBar[2],currentBar[3]) def updateToolTip(self, event): allTags = self.canvas.gettags(self.canvas.find_overlapping(event.x,event.y,event.x+1,event.y+1)) if len(allTags) == 0: self.canvas.itemconfig(self.toolTipBox,state="hidden") self.canvas.itemconfig(self.toolTip,state="hidden") return outText = "" for t in allTags: if t == "current": continue outText += t + "\n" outText = outText[:-1] # strip the last return self.canvas.coords(self.toolTip,event.x+20,event.y) self.canvas.itemconfig(self.toolTip,state="normal",text=outText,anchor="nw") # correct if our tooltip is off screen textBounds = self.canvas.bbox(self.toolTip) if textBounds[2] >= WIDTH-2*histogramWidget.PADDING: self.canvas.itemconfig(self.toolTip, anchor="ne") self.canvas.coords(self.toolTip,event.x-20,event.y) if textBounds[3] >= HEIGHT-2*histogramWidget.PADDING: self.canvas.itemconfig(self.toolTip, anchor="se") elif textBounds[3] >= HEIGHT-2*histogramWidget.PADDING: self.canvas.itemconfig(self.toolTip, anchor="sw") # draw the box behind it self.canvas.coords(self.toolTipBox,self.canvas.bbox(self.toolTip)) self.canvas.itemconfig(self.toolTipBox, state="normal")
class Breakout(Tk): def __init__(self): Tk.__init__(self) #self.canvas.delete('all') self.geometry('790x600') self.resizable( 0, 0 ) #set both parameters to false and to check whether window is resizable in x and y directions self.func() # game screen def func(self): self.canvas = Canvas(self, bg='skyblue', width=990, height=600, highlightcolor='green') self.canvas.pack( expand=1, fill=BOTH ) #when it is true and widget expands to fill any space # ball self._initiate_new_ball() #self.level=choice([1]) # paddle self.canvas.create_rectangle(375, 975, 525, 585, fill='red', tags='paddle') self.bind('<Key>', self._move_paddle) # bricks self.bricks = {} brick_coords = [15, 12, 60, 45] for i in range(56): self.canvas.create_rectangle(brick_coords, outline='green', fill=('yellow'), tags='brick' + str(i)) self.bricks['brick' + str(i)] = None brick_coords[0] += 55 brick_coords[2] += 55 if brick_coords[2] > 790: brick_coords[0] = 15 brick_coords[2] = 60 brick_coords[1] += 55 brick_coords[3] += 55 def _initiate_new_ball(self): if self.canvas.find_withtag('ball'): self.canvas.delete('ball') self.x = 300 self.y = 350 self.angle = 240 self.speed = 10 self.level = 0 self.score = 0 self.canvas.create_oval(self.x, self.y, self.x + 10, self.y + 10, fill='orange', outline='red', tags='ball') self.after(2000, self._move_ball) def _move_paddle(self, event): if event.keysym == 'Left': if self.canvas.coords('paddle')[0] > 0: self.canvas.move('paddle', -20, 0) elif event.keysym == 'Right': if self.canvas.coords('paddle')[2] < 990: self.canvas.move('paddle', +20, 0) #def _move_ball1(self): # call1() #self._initiate_new_ball1() def _move_ball(self): # variables to determine where ball is in relation to other objects ball = self.canvas.find_withtag('ball')[0] bounds = self.canvas.find_overlapping(0, 0, 790, 600) paddle = self.canvas.find_overlapping( *self.canvas.coords('paddle')) for brick in self.bricks.iterkeys(): self.bricks[brick] = self.canvas.find_overlapping( *self.canvas.bbox(brick)) # calculate change in x,y values of ball angle = self.angle - 120 # correct for quadrant IV increment_x = cos(radians(angle)) * self.speed increment_y = sin(radians(angle)) * self.speed #self.level += choice([1]) #score=self.score #score=0 # finite state machine to set ball state if ball in bounds: self.ball_state = 'moving' for brick, hit in self.bricks.iteritems(): if ball in hit: self.ball_state = 'hit_brick' delete_brick = brick elif ball in paddle: self.ball_state = 'hit_wall' elif (self.score) // 3 == 56: self.canvas.create_text( WIDTH / 4, HEIGHT / 2.3, text="CONGRATS!! GAME COMPLETED!", font=("Helvetica", 20), fill="orange") self.canvas.create_text(WIDTH / 4, HEIGHT / 2, text=(self.score // 3), font=("Helvetica", 20), fill="red") self.canvas.create_text(WIDTH / 4, HEIGHT / 1.7, text="YOUR SCORE ", font=("Helvetica", 20), fill="darkorange") #image() quit_to_exit() call() elif ball not in bounds: if self.canvas.coords('ball')[1] < 600: self.ball_state = 'hit_wall' else: self.ball_state = 'out_of_bounds' #self.level += choice([1]) self.canvas.create_text( WIDTH / 2.5, HEIGHT / 2.3, text="GAME OVER !!PLEASE CLOSE THE WINDOW TO RESTART!", tag="cr2", font=("Helvetica", 20), fill="orange") self.canvas.create_text(WIDTH / 4, HEIGHT / 2, text="YOUR SCORE IS", tag="cr1", font=("Helvetica", 20), fill="orange") self.canvas.create_text(WIDTH / 4, HEIGHT / 1.7, text=(self.score // 3) + 1, tag="cr", font=("Helvetica", 20), fill="red") quit_to_exit() call() self._initiate_new_ball() #self.bind('<key>',self.game_over) #game = Breakout() #game.mainloop() # handler for ball state if self.ball_state is 'moving': self.canvas.move('ball', increment_x, increment_y) self.after(35, self._move_ball) # self.level +=choice([1]) elif self.ball_state is 'hit_brick' or self.ball_state is 'hit_wall': if self.ball_state == 'hit_brick': self.canvas.delete(delete_brick) del self.bricks[delete_brick] self.canvas.move('ball', -increment_x, -increment_y) # self.level += choice([1]) self.score += choice([1]) self.angle += choice([135]) self.canvas.delete("cr") self.canvas.delete("cr1") self.canvas.delete("cr2") #canvas.create_text(WIDTH/4,HEIGHT/5,text="GAME OVER!") self._move_ball()
class Breakout(Tk): def __init__(self): Tk.__init__(self) self.geometry('400x400') self.resizable(0, 0) # game screen self.canvas = Canvas(self, bg='black', width=400, height=400) self.canvas.pack(expand=1, fill=BOTH) # ball self._initiate_new_ball() # paddle self.canvas.create_rectangle(175, 375, 225, 385, fill='black', outline='white', tags='paddle') self.bind('<Key>', self._move_paddle) # bricks self.bricks = {} brick_coords = [5, 5, 35, 15] for i in range(39): self.canvas.create_rectangle(*brick_coords, outline='white', fill=('#{}'.format( randint(100000, 999999))), tags='brick' + str(i)) self.bricks['brick' + str(i)] = None brick_coords[0] += 30 brick_coords[2] += 30 if brick_coords[2] > 395: brick_coords[0] = 5 brick_coords[2] = 35 brick_coords[1] += 10 brick_coords[3] += 10 def _initiate_new_ball(self): if self.canvas.find_withtag('ball'): self.canvas.delete('ball') self.x = 60 self.y = 100 self.angle = 140 self.speed = 5 self.canvas.create_oval(self.x, self.y, self.x + 10, self.y + 10, fill='lawn green', outline='white', tags='ball') self.after(1000, self._move_ball) def _move_paddle(self, event): if event.keysym == 'Left': if self.canvas.coords('paddle')[0] > 0: self.canvas.move('paddle', -10, 0) elif event.keysym == 'Right': if self.canvas.coords('paddle')[2] < 400: self.canvas.move('paddle', +10, 0) def _move_ball(self): # variables to determine where ball is in relation to other objects ball = self.canvas.find_withtag('ball')[0] bounds = self.canvas.find_overlapping(0, 0, 400, 400) paddle = self.canvas.find_overlapping(*self.canvas.coords('paddle')) for brick in self.bricks.iterkeys(): self.bricks[brick] = self.canvas.find_overlapping( *self.canvas.bbox(brick)) # calculate change in x,y values of ball angle = self.angle - 90 # correct for quadrant IV increment_x = cos(radians(angle)) * self.speed increment_y = sin(radians(angle)) * self.speed # finite state machine to set ball state if ball in bounds: self.ball_state = 'moving' for brick, hit in self.bricks.iteritems(): if ball in hit: self.ball_state = 'hit_brick' delete_brick = brick elif ball in paddle: self.ball_state = 'hit_wall' elif ball not in bounds: if self.canvas.coords('ball')[1] < 400: self.ball_state = 'hit_wall' else: self.ball_state = 'out_of_bounds' self._initiate_new_ball() # handler for ball state if self.ball_state is 'moving': self.canvas.move('ball', increment_x, increment_y) self.after(15, self._move_ball) elif self.ball_state is 'hit_brick' or self.ball_state is 'hit_wall': if self.ball_state == 'hit_brick': self.canvas.delete(delete_brick) del self.bricks[delete_brick] self.canvas.move('ball', -increment_x, -increment_y) self.angle += choice([119, 120, 121]) self._move_ball()
class Breakout(Tk): def __init__(self): Tk.__init__(self) self.geometry('400x400') self.resizable(0,0) # game screen self.canvas = Canvas(self, bg='black', width=400, height=400) self.canvas.pack(expand=1, fill=BOTH) # ball self._initiate_new_ball() # paddle self.canvas.create_rectangle(175,375,225,385, fill='black', outline='white', tags='paddle') self.bind('<Key>', self._move_paddle) # bricks self.bricks = {} brick_coords = [5,5,35,15] for i in range(39): self.canvas.create_rectangle(*brick_coords, outline='white', fill=('#{}'.format(randint(100000,999999))), tags='brick' + str(i)) self.bricks['brick' + str(i)] = None brick_coords[0] += 30; brick_coords[2] += 30 if brick_coords[2] > 395: brick_coords[0] = 5; brick_coords[2] = 35 brick_coords[1] += 10; brick_coords[3] += 10 def _initiate_new_ball(self): if self.canvas.find_withtag('ball'): self.canvas.delete('ball') self.x = 60; self.y = 100 self.angle = 140; self.speed = 5 self.canvas.create_oval(self.x,self.y,self.x+10,self.y+10, fill='lawn green', outline='white', tags='ball') self.after(1000, self._move_ball) def _move_paddle(self, event): if event.keysym == 'Left': if self.canvas.coords('paddle')[0] > 0: self.canvas.move('paddle', -10, 0) elif event.keysym == 'Right': if self.canvas.coords('paddle')[2] < 400: self.canvas.move('paddle', +10, 0) def _move_ball(self): # variables to determine where ball is in relation to other objects ball = self.canvas.find_withtag('ball')[0] bounds = self.canvas.find_overlapping(0,0,400,400) paddle = self.canvas.find_overlapping(*self.canvas.coords('paddle')) for brick in self.bricks.iterkeys(): self.bricks[brick] = self.canvas.find_overlapping(*self.canvas.bbox(brick)) # calculate change in x,y values of ball angle = self.angle - 90 # correct for quadrant IV increment_x = cos(radians(angle)) * self.speed increment_y = sin(radians(angle)) * self.speed # finite state machine to set ball state if ball in bounds: self.ball_state = 'moving' for brick, hit in self.bricks.iteritems(): if ball in hit: self.ball_state = 'hit_brick' delete_brick = brick elif ball in paddle: self.ball_state = 'hit_wall' elif ball not in bounds: if self.canvas.coords('ball')[1] < 400: self.ball_state = 'hit_wall' else: self.ball_state = 'out_of_bounds' self._initiate_new_ball() # handler for ball state if self.ball_state is 'moving': self.canvas.move('ball', increment_x, increment_y) self.after(15, self._move_ball) elif self.ball_state is 'hit_brick' or self.ball_state is 'hit_wall': if self.ball_state == 'hit_brick': self.canvas.delete(delete_brick) del self.bricks[delete_brick] self.canvas.move('ball', -increment_x, -increment_y) self.angle += choice([119, 120, 121]) self._move_ball()
class MazePlannerCanvas(Frame): """ MazePlannerCanvas contains the main frontend workhorse functionality of the entire application. it allows the user to graphically place nodes and define the edges between them """ def __init__(self, parent, status=None, manager=DataStore()): """ Construct an instance of the MazePlannerCanvas :param parent: The parent widget that the mazePlannerCanvas will sit in :param status: The statusbar that will receive mouse updates :type manager: DataStore :return: """ Frame.__init__(self, parent) self._manager = manager self._canvas = Canvas(self, bg="grey", cursor="tcross") self._canvas.pack(fill=BOTH, expand=1) self._commands = { (ControlSpecifier.DRAG_NODE, ExecutionStage.START) : self._begin_node_drag, (ControlSpecifier.CREATE_EDGE, ExecutionStage.START) : self._begin_edge, (ControlSpecifier.DRAG_NODE, ExecutionStage.END) : self._end_node_drag, (ControlSpecifier.CREATE_EDGE, ExecutionStage.END) : self._end_edge, (ControlSpecifier.DRAG_NODE, ExecutionStage.EXECUTE) : self._execute_drag, (ControlSpecifier.CREATE_EDGE, ExecutionStage.EXECUTE) : self._execute_edge, (ControlSpecifier.MENU, ExecutionStage.EXECUTE) : self._launch_menu, (ControlSpecifier.CREATE_NODE, ExecutionStage.EXECUTE) : self.create_new_node, } self._commands = load_controls(self._commands) self._edge_cache = \ { "x_start" : None, "y_start" : None, "x_end" : None, "y_end" : None, "item_start" : None, "item_end" : None, "edge" : None } self._command_cache = None self._cache = \ { "item" : None, "x" : 0, "y" : 0, "event" : None } self._status = status self._edge_bindings = {} self._node_listing = {} self._object_listing = {} self._curr_start = None self._construct(parent) def _construct(self, parent): """ Construct all of the event bindings and callbacks for mouse events """ self._canvas.focus_set() self._canvas.bind("<B1-Motion>", lambda event, m_event=Input_Event.DRAG_M1: self._handle_mouse_events(m_event, event)) self._canvas.bind("<B2-Motion>", lambda event, m_event=Input_Event.DRAG_M2: self._handle_mouse_events(m_event, event)) self._canvas.bind("<B3-Motion>", lambda event, m_event=Input_Event.DRAG_M3: self._handle_mouse_events(m_event, event)) self._canvas.bind("<ButtonPress-2>", lambda event, m_event=Input_Event.CLICK_M2: self._handle_mouse_events(m_event, event)) self._canvas.bind("<ButtonRelease-2>", lambda event, m_event=Input_Event.RELEASE_M2: self._handle_mouse_events(m_event, event)) self._canvas.bind("<ButtonPress-1>", lambda event, m_event=Input_Event.CLICK_M1: self._handle_mouse_events(m_event, event)) self._canvas.bind("<ButtonPress-3>", lambda event, m_event=Input_Event.CLICK_M3: self._handle_mouse_events(m_event, event)) self._canvas.bind("<ButtonRelease-1>", lambda event, m_event=Input_Event.RELEASE_M1: self._handle_mouse_events(m_event, event)) self._canvas.bind("<ButtonRelease-3>", lambda event, m_event=Input_Event.RELEASE_M3: self._handle_mouse_events(m_event, event)) self._canvas.bind("<Return>", lambda event, m_event=Input_Event.RETURN: self._handle_mouse_events(m_event, event)) self._canvas.bind("<Double-Button-1>", lambda event, m_event=Input_Event.D_CLICK_M1: self._handle_mouse_events(m_event, event)) self._canvas.bind("<Double-Button-2>", lambda event, m_event=Input_Event.D_CLICK_M2: self._handle_mouse_events(m_event, event)) self._canvas.bind("<Double-Button-3>", lambda event, m_event=Input_Event.D_CLICK_M3: self._handle_mouse_events(m_event, event)) self._canvas.bind("<Motion>", lambda event, m_event=None : self._handle_mot(m_event, event)) self._canvas.bind("<Enter>", lambda event: self._canvas.focus_set()) self._canvas.bind("<space>", lambda event, m_event=Input_Event.SPACE: self._handle_mouse_events(m_event, event)) def _handle_mot(self, m_event, event): """ Callback function to handle movement of the mouse Function updates the mouse location status bar as well as setting cache values to the current location of the mouse :m_event: The specifier for the type of event that has been generated :event: The tk provided event object """ event.x = int(self._canvas.canvasx(event.x)) event.y = int(self._canvas.canvasy(event.y)) self._status.set_text("Mouse X:" + str(event.x) + "\tMouse Y:" + str(event.y)) item = self._get_current_item((event.x, event.y)) if self._is_node(item): Debug.printi("Node: " + str(item), Debug.Level.INFO) if self._is_edge(item): d_x = self._edge_bindings[item].x_start - self._edge_bindings[item].x_end d_y = self._edge_bindings[item].y_start - self._edge_bindings[item].y_end square = (d_x * d_x) + (d_y * d_y) distance = int(math.sqrt(square)) Debug.printi("Edge: " + str(item) + " | Source: " + str(self._edge_bindings[item].item_start) + " | Target: " + str(self._edge_bindings[item].item_end) + " | Length: " + str(distance)) self._cache["x"] = event.x self._cache["y"] = event.y def _handle_mouse_events(self, m_event, event): """ Function that routes mouse events to the appropriate handlers Prints logging and UI information about the state of the mouse and then routes the mouse event to the appropriate handler :m_event: The specifier for the tupe of event that has been generated :event: The tk provided event object """ event.x = int(self._canvas.canvasx(event.x)) event.y = int(self._canvas.canvasy(event.y)) self._status.set_text("Mouse X:" + str(self._cache["x"]) + "\tMouse Y:" + str(self._cache["y"])) Debug.printet(event, m_event, Debug.Level.INFO) self._cache["event"] = event try: self._commands[m_event]((event.x, event.y)) except KeyError: Debug.printi("Warning, no control mapped to " + m_event, Debug.Level.ERROR) self._command_cache = m_event def _begin_node_drag(self, coords): """ Handles starting operations for dragging a node Updates the cache information regarding a node drag event, we will used this cache value as the handle on which node to update the information for :coords: The mouse coordinates associated with this event """ # Determine which node has been selected, cache this information item = self._get_current_item(coords) if item in self._node_listing: self._update_cache(item, coords) def _end_node_drag(self, coords): """ Performs actions to complete a node drag operation Validates node location, and other associated object information and updates the cache when a node drag is completed :coords: The coordinates associated with this event """ if self._cache["item"] is None: return # Obtain the final points x = coords[0] y = coords[1] item = self._cache["item"] self._validate_node_position(coords) container = self._manager.request(DataStore.DATATYPE.NODE, item) container.x_coordinate = x container.y_coordinate = y self._manager.inform(DataStore.EVENT.NODE_EDIT, container.empty_container(), self._cache["item"]) Debug.printi("Node " + str(self._cache["item"]) + " has been moved", Debug.Level.INFO) # Clean the cache self._clear_cache(coords) def _validate_node_position(self, coords): """ if x < 0: x = 0 if y < 0: y = 0 if x > self._canvas.winfo_width(): x = self._canvas.winfo_width()-25 if y > self._canvas.winfo_height(): y = self._canvas.winfo_height()-25 self._canvas.move(item, x, y) """ pass def _execute_drag(self, coords): """ Updates object position on canvas when user is dragging a node :param coords: The coordinates associated with this event """ # Abort drag if the item is not a node if self._cache["item"] not in self._node_listing: return # Update the drawing information delta_x = coords[0] - self._cache["x"] delta_y = coords[1] - self._cache["y"] # move the object the appropriate amount as long as the drag event has not been done on the empty canvas if not self._cache["item"] is None: self._canvas.move(self._cache["item"], delta_x, delta_y) # record the new position self._cache["x"] = coords[0] self._cache["y"] = coords[1] self._update_attached_edges(self._cache["item"], coords) self._update_attached_objects(self._cache["item"], coords) def _update_attached_objects(self, item, coords): if item not in self._object_listing: return container = self._manager.request(DataStore.DATATYPE.OBJECT, item) container.x_coordinate = coords[0] container.y_coordinate = coords[1] self._manager.inform(DataStore.EVENT.OBJECT_EDIT, container.empty_container(), item) def _update_attached_edges(self, node, coords): """ Updates all associated edges related to a node drag event :param node: The node that has been dragged :param coords: The mouse coordinates which are the new coordinates of the node """ # Go through dictionary and gather list of all attached edge bindings for a node start_bindings = [] for key, binding in self._edge_bindings.iteritems(): if binding.item_start == node: start_bindings.append(binding) end_bindings = [] for key, binding in self._edge_bindings.iteritems(): if binding.item_end == node: end_bindings.append(binding) # Adjust the bindings with this node as the starting edge for binding in start_bindings: self._canvas.delete(binding.edge) del self._edge_bindings[binding.edge] old_edge = binding.edge binding.edge = self._canvas.create_line(coords[0], coords[1], binding.x_end, binding.y_end, tags="edge", activefill="RoyalBlue1", tag="edge") self._edge_bindings[binding.edge] = binding self._manager.update_key(DataStore.EVENT.EDGE_EDIT, binding.edge, old_edge) binding.x_start = coords[0] binding.y_start = coords[1] # Adjust the bindings with this node as the ending edge for binding in end_bindings: self._canvas.delete(binding.edge) del self._edge_bindings[binding.edge] old_edge = binding.edge binding.edge = self._canvas.create_line(binding.x_start, binding.y_start, coords[0], coords[1], tags="edge", activefill="RoyalBlue1", tag="edge") self._edge_bindings[binding.edge] = binding self._manager.update_key(DataStore.EVENT.EDGE_EDIT, binding.edge, old_edge) binding.x_end = coords[0] binding.y_end = coords[1] # Remember to adjust all of the edges so that they sit under the node images self._canvas.tag_lower("edge") def _launch_menu(self, coords): """ Callback function in response to the pressing of the Return key Launches a context menu based on the location of the mouse :param coords: :return: """ # Configure the "static" menu entries -- they can't be static without seriously destroying readability # due to the Python version that is being used -.- so now it has to be not optimal until I find a better # solution p_menu = Menu(self._canvas) item = self._get_current_item((self._cache["x"], self._cache["y"])) updated_coords = self._canvas_to_screen((self._cache["x"], self._cache["y"])) if item is None: # No node is currently selected, create the general menu p_menu.add_command(label="Place Room", command=lambda: self.create_new_node((self._cache["x"], self._cache["y"]))) p_menu.add_command(label="Delete All", command=lambda: self.delete_all()) p_menu.tk_popup(updated_coords[0], updated_coords[1]) return if self._is_node(item): # Create the node specific menu p_menu.add_command(label="Place Object", command=lambda: self._mark_object((self._cache["x"], self._cache["y"]))) p_menu.add_command(label="Edit Room", command=lambda: self._selection_operation((self._cache["x"], self._cache["y"]))) p_menu.add_command(label="Delete Room", command=lambda: self.delete_node(self._get_current_item((self._cache["x"], self._cache["y"])))) p_menu.add_command(label="Mark as start", command=lambda: self._mark_start_node(self._get_current_item((self._cache["x"], self._cache["y"])))) if self._is_object(item): # Launch the node menu as well as an an added option for selecting stuff to edit an object p_menu.add_command(label="Edit Object", command=lambda: self._edit_object(coords)) p_menu.add_command(label="Delete Object", command=lambda: self._delete_object(self._get_current_item((self._cache["x"], self._cache["y"])))) p_menu.delete(0) p_menu.tk_popup(updated_coords[0], updated_coords[1]) return if self._is_edge(item): p_menu.add_command(label="Edit Corridor", command=lambda: self._selection_operation((self._cache["x"], self._cache["y"]))) p_menu.add_command(label="Delete Corridor", command=lambda: self.delete_edge(self._get_current_item((self._cache["x"], self._cache["y"])))) p_menu.tk_popup(updated_coords[0], updated_coords[1]) return self._clear_cache(coords) def _edit_object(self, coords): """ Awkward moment when you find a threading related bug in the Tkinter library, caused by some Tcl issue or something like that. The below line must be left commented out otherwise the window_wait call in the dialog will crash out with a Tcl ponter based issue :/ item = self._get_current_item((self._cache["x"], self._cache["y"])) This means that we can only use the mouse to edit objects """ item = self._get_current_item(coords) if item not in self._object_listing: Debug.printi("Not a valid object to edit", Debug.Level.ERROR) return obj = ObjectDialog(self, coords[0] + 10, coords[1] + 10, populator=self._manager.request(DataStore.DATATYPE.OBJECT, item)) Debug.printi("Editing object " + str(item), Debug.Level.INFO) self._manager.inform(DataStore.EVENT.OBJECT_EDIT, obj._entries, item) Debug.printi("Editing object " + str(item), Debug.Level.INFO) def _delete_object(self, item): if item not in self._object_listing: Debug.printi("Object does not exist to delete", Debug.Level.ERROR) return del self._object_listing[item] self._manager.inform(DataStore.EVENT.OBJECT_DELETE, data_id=item) self._canvas.itemconfig(item, outline="red", fill="black", activeoutline="black", activefill="red") def _mark_object(self, coords, prog=False, data=None): """ Mark a node as containing an object :param coords: :return: """ # Retrieve the item item = self._get_current_item(coords) if not prog: if item not in self._node_listing: Debug.printi("Invalid object placement selection", Debug.Level.ERROR) return if item in self._object_listing: Debug.printi("This room already has an object in it", Debug.Level.ERROR) return # Retrieve its coordinates # Launch the object maker dialog obj = ObjectDialog(self, coords[0] + 10, coords[1] + 10, populator=Containers.ObjectContainer(key_val={ "x_coordinate" : coords[0], "y_coordinate" : coords[1], "name" : "Object_"+str(item), "mesh" : None, "scale" : None })) entries = obj._entries else: entries = { "x_coordinate": coords[0], "y_coordinate": coords[1], "name": data["name"], "mesh": data["mesh"], "scale": data["scale"] } # Save informatoin to the manager self._manager.inform(DataStore.EVENT.OBJECT_CREATE, entries, item) self._object_listing[item] = item self._canvas.itemconfig(item, fill="blue") Debug.printi("Object created in room " + str(item), Debug.Level.INFO) def _valid_edge_cache(self): """ Return true if the edge cache contains a valid edge descriptor A valid edge descriptor is when the edge has a valid starting node, if the edge does not contain a valid starting node, this means that the edge was not created in the proper manner and should thus be ignored by any edge operations """ valid = not self._edge_cache["item_start"] == (None,) return valid def _canvas_to_screen(self, coords): """ Convert canvas coordinates into screen coordinates :param coords: The current canvas coordinates :return: """ """ # upper left corner of the visible region x0 = self._canvas.winfo_rootx() y0 = self._canvas.winfo_rooty() # given a canvas coordinate cx/cy, convert it to window coordinates: wx0 = x0 + coords[0] wy0 = y0 + coords[1] # upper left corner of the visible region x0 = self._canvas.canvasx(0) y0 = self._canvas.canvasy(0) # given a canvas coordinate cx/cy, convert it to window coordinates: wx0 = coords[0] - x0 wy0 = coords[1] - y0 #""" return (self._cache["event"].x_root, self._cache["event"].y_root) def _begin_edge(self, coords): """ Begin recording information regarding the placement of an edge :param coords: The coordinates associated with this event """ # Record the starting node self._edge_cache["item_start"] = self._get_current_item((self._cache["x"], self._cache["y"])) # Abort the operation if the item was not a valid node to be selecting if self._edge_cache["item_start"] is None or self._edge_cache["item_start"] not in self._node_listing: self._clear_edge_cache() return self._edge_cache["x_start"] = self._cache["x"] self._edge_cache["y_start"] = self._cache["y"] def _end_edge(self, coords, prog=False, data=None): """ Perform the operations required to complete an edge creation operation :param coords: :return: """ # Check if the cursor is over a node, if so continue, else abort curr = self._get_current_item((coords[0], coords[1])) if not prog: if curr is None or not self._valid_edge_cache() or curr not in self._node_listing: # Abort the edge creation process self._canvas.delete(self._edge_cache["edge"]) self._clear_edge_cache() return # Check if this edge already exists in the program if self._check_duplicate_edges(self._edge_cache["item_start"], curr): self.delete_edge(self._edge_cache["edge"]) Debug.printi("Multiple edges between rooms not permitted", Debug.Level.ERROR) return #Ensure that edges arent made between the same room if curr == self._edge_cache["item_start"]: Debug.printi("Cannot allow paths starting and ending in the same room", Debug.Level.ERROR) return self._canvas.tag_lower("edge") self._edge_cache["item_end"] = curr # Note that we use the edge ID as the key self._edge_bindings[self._edge_cache["edge"]] = EdgeBind(self._edge_cache) self._edge_bindings[self._edge_cache["edge"]].x_end = coords[0] self._edge_bindings[self._edge_cache["edge"]].y_end = coords[1] # Inform the manager if not prog: self._manager.inform( DataStore.EVENT.EDGE_CREATE, { "source" : self._edge_cache["item_start"], "target" : self._edge_cache["item_end"], "height" : None, "wall1" : { "height":Defaults.Edge.WALL_HEIGHT, "textures":{ Defaults.Wall.PATH: { "path":Defaults.Wall.PATH, "tile_x":Defaults.Wall.TILE_X, "tile_y":Defaults.Wall.TILE_Y, "height":None } } } if Defaults.Config.EASY_MAZE else None, "wall2" : { "height": Defaults.Edge.WALL_HEIGHT, "textures": { Defaults.Wall.PATH: { "path": Defaults.Wall.PATH, "tile_x": Defaults.Wall.TILE_X, "tile_y": Defaults.Wall.TILE_Y, "height":None } } } } if Defaults.Config.EASY_MAZE else None, self._edge_cache["edge"]) else: # We are programmatically adding the edges in self._manager.inform( DataStore.EVENT.EDGE_CREATE, { "source": self._edge_cache["item_start"], "target": self._edge_cache["item_end"], "height": None, "wall1": data["wall1"], "wall2": data["wall2"] }, self._edge_cache["edge"]) Debug.printi("Edge created between rooms " + str(self._edge_cache["item_start"]) + " and " + str(self._edge_cache["item_end"]) , Debug.Level.INFO) self._clear_edge_cache() self._clear_cache(coords) def _check_duplicate_edges(self, start_node, end_node): for binding in self._edge_bindings.itervalues(): if ( start_node == binding.item_start and end_node == binding.item_end )\ or ( start_node == binding.item_end and end_node == binding.item_start): return True return False def _execute_edge(self, coords): """ Perform the operations that occur during the motion of an edge drag :param coords: :return: """ # Update the line position # We will update the line position by deleting and redrawing if not self._valid_edge_cache(): return self._canvas.delete(self._edge_cache["edge"]) self._edge_cache["edge"] = self._canvas.create_line( \ self._edge_cache["x_start"], self._edge_cache["y_start"], coords[0]-1, coords[1]-1, tags="edge", activefill="RoyalBlue1", tag="edge") d_x = self._edge_cache["x_start"] - coords[0] d_y = self._edge_cache["y_start"] - coords[1] square = (d_x * d_x) + (d_y * d_y) distance = math.sqrt(square) Debug.printi("Current corridor distance: " + str(int(distance))) def _update_cache(self, item, coords): """ Update the local cache with the item id and coordinates of the mouse :param item: The item with which to update the cache :param coords: The current event coordinates """ self._cache["item"] = item self._cache["x"] = coords[0] self._cache["y"] = coords[1] def _clear_cache(self, coords): """ Clear the cache Set the cache values to the current mouse position and None the item :param coords: The coordinates of the mouse at that event time """ self._cache["item"] = None self._cache["x"] = coords[0] self._cache["y"] = coords[1] def _clear_edge_cache(self): """ Clear the edge cache to None for all values :return: """ self._edge_cache["x_start"] = None, self._edge_cache["y_start"] = None, self._edge_cache["x_end"] = None, self._edge_cache["y_end"] = None, self._edge_cache["item_start"] = None, self._edge_cache["item_end"] = None, self._edge_cache["edge"] = None def _get_current_item(self, coords): """ Return the item(if any) that the mouse is currently over :param coords: The current coordinates of the mouse :return: """ item = self._canvas.find_overlapping(coords[0]-1, coords[1]-1, coords[0]+1, coords[1]+1) if item is (): return None # Hacky solution # Return the first node that we come across, since they seem to be returned by tkinter # in reverse order to their visual positioning, we'll go through the list backwards for val in item[::-1]: if val in self._node_listing: return val # Else, just return the first item and be done with it return item[0] def _is_node(self, obj): """ Returns true if the supplied object is a node :param obj: The object id to id :return: """ return obj in self._node_listing def _is_edge(self, obj): """ Returns true if the supplied object is an edge :param obj: The object id to id :return: """ return obj in self._edge_bindings def _is_object(self, obj): """ Returns true if the supplied object is an object :param obj: The object id to id :return: """ return obj in self._object_listing def _get_obj_type(self, obj): """ Returns the Object type of the supplied object :param obj: The object to identify :return: """ if self._is_node(obj): return EditableObject.NODE if self._is_edge(obj): return EditableObject.EDGE if self._is_object(obj): return EditableObject.OBJECT return None def _selection_operation(self, coords): """ Contextually create or edit a node :param coords: :return: """ # Determine the item ID item = self._get_current_item(coords) self._cache["item"] = item true_coords = self._canvas_to_screen((self._cache["x"], self._cache["y"])) if self._is_node(item): Debug.printi("Node Selected : " + str(item) + " | Launching Editor", Debug.Level.INFO) # Make request from object manager using the tag assigned populator = self._manager.request(DataStore.DATATYPE.NODE, item) updated_node = NodeDialog(self, true_coords[0] + 10, true_coords[1] + 10, populator=populator) # post information to object manager, or let the dialog handle it, or whatever self._manager.inform(DataStore.EVENT.NODE_EDIT, updated_node._entries, item) return if self._is_edge(item): Debug.printi("Edge Selected : " + str(item) + " | Launching Editor", Debug.Level.INFO) # Make a request from the object manager to populate the dialog populator = self._manager.request(DataStore.DATATYPE.EDGE, item) updated_edge = EdgeDialog(self, true_coords[0] + 10, true_coords[1] + 10, populator=populator) # Make sure that information is posted to the object manager self._manager.inform(DataStore.EVENT.EDGE_EDIT, updated_edge._entries, item) return if self._is_object(item): self._edit_object(coords) return def create_new_node(self, coords, prog = False, data=None): """ Creates a new node on the Canvas and adds it to the datastore :param coords: :return: """ # Create the node on Canvas self._cache["item"] = self._canvas.create_rectangle(coords[0], coords[1], coords[0]+25, coords[1]+25, outline="red", fill="black", activeoutline="black", activefill="red", tag="node") self._node_listing[self._cache["item"]] = self._cache["item"] if not prog: if not Defaults.Config.EASY_MAZE: true_coords = self._canvas_to_screen((self._cache["x"], self._cache["y"])) new_node = NodeDialog(self, true_coords[0] + 25, true_coords[1] + 25, populator=Containers.NodeContainer( { "node_id": self._cache["item"], "x_coordinate": self._cache["x"], "y_coordinate": self._cache["y"], "room_texture": None, "wall_pictures": None })) entries = new_node._entries else: entries = { "node_id": self._cache["item"], "x_coordinate": self._cache["x"], "y_coordinate": self._cache["y"], "room_texture": Defaults.Node.ROOM_TEXTURE, "wall_pictures": None } else: pics = data[1] data = data[0] entries = { "node_id": data["id"], "x_coordinate": data["x"], "y_coordinate": data["y"], "room_texture": data["texture"], "wall_pictures": pics } # Inform the datastore self._manager.inform(DataStore.EVENT.NODE_CREATE, entries, self._cache["item"]) self._clear_cache(coords) def delete_all(self): """ Delete all nodes and associated edges and objects from the canvas """ # Iterate over each node in the node listing and delete it using delete node for key in self._node_listing.keys(): self.delete_node(key) # Delete any rouge edge bindings that may exist for binding in self._edge_bindings: self.delete_edge(binding) self._object_listing.clear() # Delete any naughty objects that are left self._canvas.delete("all") self._manager.inform(DataStore.EVENT.DELETE_ALL) def delete_node(self, node_id): """ Delete a node and all its associated edges and object from the canvas :param node_id: The tkinter id of the node to be deleted """ # Delete from our internal representations if node_id not in self._node_listing: return del self._node_listing[node_id] # Delete from the canvas self._canvas.delete(node_id) # Iterate through the edge bindings and delete all of those for key in self._edge_bindings.keys(): if self._edge_bindings[key].item_start == node_id or self._edge_bindings[key].item_end == node_id: self.delete_edge(key) # Inform the object manager that a node as been deleted if node_id in self._object_listing: self._delete_object(node_id) self._manager.inform(DataStore.EVENT.NODE_DELETE, data_id=node_id) def delete_edge(self, edge_id): """ Delete the specified edge from the MazeCanvas :param edge_id: The edge to be deleted :return: """ # Go through the edge bindings and delete the appropriate edge try: # try to delete the edge binding if it exists del self._edge_bindings[edge_id] except KeyError: # Terrible I know, but I dont have the time to find the root cause pass # Delete the edge from the canvas self._canvas.delete(edge_id) # Inform the object manager that an edge has been deleted self._manager.inform(DataStore.EVENT.EDGE_DELETE, data_id=edge_id) def _mark_start_node(self, node_id): """ Mark the passed in node as the starting node :param node_id: :return: """ # Print the debug information # Mark as the new starting node on the canvas, first check that it is a node if node_id in self._node_listing: Debug.printi("Node:" + str(node_id) + " has been marked as the new starting node", Debug.Level.INFO) if self._curr_start is not None: # Return the old starting node to its normal colour self._canvas.itemconfig(self._curr_start, outline="red", fill="black", activeoutline="black", activefill="red") self._curr_start = node_id self._canvas.itemconfig(node_id, outline="black", fill="green", activeoutline="green", activefill="black") # Inform the object manager that there is a new starting node environment_container = self._manager.request(DataStore.DATATYPE.ENVIRONMENT) environment_container.start_node = node_id self._manager.inform(DataStore.EVENT.ENVIRONMENT_EDIT, environment_container)
class Application(Frame, object): """The application main class.""" WIDTH, HEIGHT = 1280, 720 BG = 'white' FONT = 'Verdana' FILE_OPEN_OPTIONS = { 'mode': 'rb', 'title': 'Choose *.json file', 'defaultextension': '.json', 'filetypes': [('JSON file', '*.json')] } DEFAULTS = 'default_settings.yaml' def __init__(self, master=None): """Creates application main window with sizes self.WIDTH and self.HEIGHT. :param master: instance - Tkinter.Tk instance """ super(Application, self).__init__(master) self.master.title('Engine Game') self.master.geometry('{}x{}'.format(self.WIDTH, self.HEIGHT)) self.master.protocol('WM_DELETE_WINDOW', self.exit) self.source = None self._map = None self.points = None self.lines = None self.captured_point = None self.x0 = None self.y0 = None self.scale_x = None self.scale_y = None self.font_size = None self.coordinates = {} self.captured_lines = {} self.canvas_obj = AttrDict() self.icons = { 0: PhotoImage(file=join('icons', 'player_city.png')), 1: PhotoImage(file=join('icons', 'city.png')), 2: PhotoImage(file=join('icons', 'market.png')), 3: PhotoImage(file=join('icons', 'store.png')), 4: PhotoImage(file=join('icons', 'point.png')), 5: PhotoImage(file=join('icons', 'player_train.png')), 6: PhotoImage(file=join('icons', 'train.png')), 7: PhotoImage(file=join('icons', 'crashed_train.png')), 8: PhotoImage(file=join('icons', 'collision.png')), 9: PhotoImage(file=join('icons', 'play.png')), 10: PhotoImage(file=join('icons', 'play_pressed.png')), 11: PhotoImage(file=join('icons', 'stop.png')), 12: PhotoImage(file=join('icons', 'stop_pressed.png')) } self.queue_requests = { 0: self.set_status_bar, 1: self.set_player_idx, 2: self.build_map, 3: self.refresh_map, 4: self.set_available_games, 99: self.bot_control } self.settings_window = None if exists(expanduser(self.DEFAULTS)): with open(expanduser(self.DEFAULTS), 'r') as cfg: defaults = DefaultsDict.from_yaml(cfg) self.host = None if not defaults.host else str(defaults.host) self.port = None if not defaults.port else int(defaults.port) self.timeout = None if not defaults.timeout else int(defaults.timeout) self.username = None if not defaults.username else str(defaults.username) self.password = None if not defaults.password else str(defaults.password) else: self.host, self.port, self.timeout, self.username, self.password = None, None, None, None, None self.player_idx = None self.posts = {} self.trains = {} self.select_game_window = False self.available_games = None self.game = None self.num_players = None self.num_turns = None self.bot = Bot() self.bot_thread = None self.menu = Menu(self) filemenu = Menu(self.menu) filemenu.add_command(label='Open file', command=self.file_open) filemenu.add_command(label='Server settings', command=self.open_server_settings) filemenu.add_command(label='Select game', command=self.select_game) filemenu.add_command(label='Exit', command=self.exit) self.menu.add_cascade(label='Menu', menu=filemenu) master.config(menu=self.menu) self._status_bar = StringVar() self.label = Label(master, textvariable=self._status_bar) self.label.pack() self.frame = Frame(self) self.frame.bind('<Configure>', self._resize_frame) self.canvas = Canvas(self.frame, bg=self.BG, scrollregion=(0, 0, self.winfo_width(), self.winfo_height())) self.canvas.bind('<Button-1>', self._capture_point) self.canvas.bind('<Motion>', self._move_point) self.canvas.bind('<B1-ButtonRelease>', self._release_point) self.canvas.bind('<Configure>', self._resize_canvas) hbar = Scrollbar(self.frame, orient=HORIZONTAL) hbar.pack(side=BOTTOM, fill=X) hbar.config(command=self.canvas.xview) vbar = Scrollbar(self.frame, orient=VERTICAL) vbar.pack(side=RIGHT, fill=Y) vbar.config(command=self.canvas.yview) self.canvas.config(xscrollcommand=hbar.set, yscrollcommand=vbar.set) self.canvas.pack(fill=BOTH, expand=True) self.play = Label(self.canvas, bg='white') self.play.configure(image=self.icons[9]) self.play.bind('<Button-1>', self._play_press) self.play.bind('<B1-ButtonRelease>', self._play_release) self.stop = Label(self.canvas, bg='white') self.stop.configure(image=self.icons[11]) self.stop.bind('<Button-1>', self._stop_press) self.stop.bind('<B1-ButtonRelease>', self._stop_release) self.frame.pack(fill=BOTH, expand=True) self.weighted = IntVar(value=1) self.weighted_check = Checkbutton(self, text='Proportionally to length', variable=self.weighted, command=self._proportionally) self.weighted_check.pack(side=LEFT) self.show_weight = IntVar() self.show_weight_check = Checkbutton(self, text='Show length', variable=self.show_weight, command=self.show_weights) self.show_weight_check.pack(side=LEFT) self.pack(fill=BOTH, expand=True) self.requests_executor() self.get_available_games() self.set_status_bar('Click Play to start the game') self.play.place(rely=0.5, relx=0.5, anchor=CENTER) @property def map(self): """Returns the actual map.""" return self._map @map.setter def map(self, value): """Clears previously drawn map and assigns a new map to self._map.""" self.clear_map() self.canvas.configure(scrollregion=(0, 0, self.canvas.winfo_width(), self.canvas.winfo_height())) self.x0, self.y0 = self.canvas.winfo_width() / 2, self.canvas.winfo_height() / 2 self._map = value @staticmethod def midpoint(x_start, y_start, x_end, y_end): """Calculates a midpoint coordinates between two points. :param x_start: int - x coordinate of the start point :param y_start: int - y coordinate of the start point :param x_end: int - x coordinate of the end point :param y_end: int - y coordinate of the end point :return: 2-tuple of a midpoint coordinates """ return (x_start + x_end) / 2, (y_start + y_end) / 2 def _resize_frame(self, event): """Calculates new font size each time frame size changes. :param event: Tkinter.Event - Tkinter.Event instance for Configure event :return: None """ self.font_size = int(0.0125 * min(event.width, event.height)) def _resize_canvas(self, event): """Redraws map each time Canvas size changes. Scales map each time visible part of Canvas is enlarged. :param event: Tkinter.Event - Tkinter.Event instance for Configure event :return: None """ if self.map: k = min(float(event.width) / float(self.x0 * 2), float(event.height) / float(self.y0 * 2)) self.scale_x, self.scale_y = self.scale_x * k, self.scale_y * k self.x0, self.y0 = self.x0 * k, self.y0 * k self.redraw_map() self.redraw_trains() x_start, y_start, x_end, y_end = self.canvas.bbox('all') x_start = 0 if x_start > 0 else x_start y_start = 0 if y_start > 0 else y_start self.canvas.configure(scrollregion=(x_start, y_start, x_end, y_end)) def _proportionally(self): """Rebuilds map and redraws trains.""" self.build_map() self.redraw_trains() def _capture_point(self, event): """Stores captured point and it's lines. :param event: Tkinter.Event - Tkinter.Event instance for ButtonPress event :return: None """ x, y = self.canvas.canvasx(event.x), self.canvas.canvasy(event.y) obj_ids = self.canvas.find_overlapping(x - 5, y - 5, x + 5, y + 5) if not obj_ids: return for obj_id in obj_ids: if obj_id in self.canvas_obj.point.keys(): self.captured_point = obj_id point_idx = self.canvas_obj.point[obj_id]['idx'] self.captured_lines = {} for line_id, attr in self.canvas_obj.line.items(): if attr['start_point'] == point_idx: self.captured_lines[line_id] = 'start_point' if attr['end_point'] == point_idx: self.captured_lines[line_id] = 'end_point' if self.weighted.get(): self.weighted.set(0) def _release_point(self, event): """Writes new coordinates for a moved point and resets self.captured_point and self.captured_lines. :param event: Tkinter.Event - Tkinter.Event instance for ButtonRelease event :return: None """ if self.captured_point: idx = self.canvas_obj.point[self.captured_point]['idx'] x, y = self.canvas.canvasx(event.x), self.canvas.canvasy(event.y) self.coordinates[idx] = (x, y) self.points[idx]['x'], self.points[idx]['y'] = (x - self.x0) / self.scale_x, (y - self.y0) / self.scale_y self.captured_point = None self.captured_lines = {} def _move_point(self, event): """Moves point and its lines. Moves weights if self.show_weight is set to 1. In case some point is moved beyond Canvas border Canvas scrollregion is resized correspondingly. :param event: Tkinter.Event - Tkinter.Event instance for Motion event :return: None """ if self.captured_point: new_x, new_y = self.canvas.canvasx(event.x), self.canvas.canvasy(event.y) self.canvas.coords(self.captured_point, new_x, new_y) indent_y = self.icons[self.canvas_obj.point[self.captured_point]['icon']].height() / 2 + self.font_size if self.canvas_obj.point[self.captured_point]['text_obj']: self.canvas.coords(self.canvas_obj.point[self.captured_point]['text_obj'], new_x, new_y - indent_y) self.coordinates[self.canvas_obj.point[self.captured_point]['idx']] = (new_x, new_y) self.canvas.configure(scrollregion=self.canvas.bbox('all')) for line_id, attr in self.captured_lines.items(): line_attrs = self.canvas_obj.line[line_id] if attr == 'start_point': x, y = self.coordinates[line_attrs['end_point']] self.canvas.coords(line_id, new_x, new_y, x, y) else: x, y = self.coordinates[line_attrs['start_point']] self.canvas.coords(line_id, x, y, new_x, new_y) if self.show_weight.get(): mid_x, mid_y = self.midpoint(new_x, new_y, x, y) self.canvas.coords(line_attrs['weight_obj'][1], mid_x, mid_y) r = self.font_size * len(str(line_attrs['weight'])) self.canvas.coords(line_attrs['weight_obj'][0], mid_x - r, mid_y - r, mid_x + r, mid_y + r) self.redraw_trains() def _play_press(self, _): """Draws play button pressed icon.""" self.play.configure(image=self.icons[10]) def _play_release(self, _): """Draws play button icon and calls bot_control method.""" self.play.configure(image=self.icons[9]) self.bot_control() def _stop_press(self, _): """Draws stop button pressed icon.""" self.stop.configure(image=self.icons[12]) def _stop_release(self, _): """Draws stop buton icon and calls bot_control method.""" self.stop.configure(image=self.icons[11]) self.bot_control() def set_player_idx(self, value): """Sets a player idx value.""" self.player_idx = value def file_open(self): """Opens file dialog and builds and draws a map once a file is chosen. Stops bot if its started.""" path = tkFileDialog.askopenfile(parent=self.master, **self.FILE_OPEN_OPTIONS) if path: if self.bot_thread: self.bot_control() self.posts, self.trains = {}, {} self.source = path.name self.weighted_check.configure(state=NORMAL) self.build_map() def open_server_settings(self): """Opens server settings window.""" ServerSettings(self, title='Server settings') def select_game(self): """Opens select game window.""" self.select_game_window = True SelectGame(self, title='Select game') self.select_game_window = False self.set_status_bar('Click Play to start the game') def exit(self): """Closes application and stops bot if its started.""" if self.bot_thread: self.bot_control() self.master.destroy() def bot_control(self): """Starts bot for playing the game or stops it if it is started.""" if not self.bot_thread: self.bot_thread = Thread(target=self.bot.start, kwargs={ 'host': self.host, 'port': self.port, 'time_out': self.timeout, 'username': self.username, 'password': self.password, 'game': self.game, 'num_players': self.num_players, 'num_turns': self.num_turns}) self.bot_thread.start() else: self.bot.stop() self.bot_thread.join() self.bot_thread = None def get_available_games(self): """Requests a list of available games.""" if self.select_game_window: self.bot.get_available_games(host=self.host, port=self.port, time_out=self.timeout) self.after(1000, self.get_available_games) def set_available_games(self, games): """Sets new value for available games list.""" self.available_games = games def set_status_bar(self, value): """Assigns new status bar value and updates it. :param value: string - status bar string value :return: None """ self._status_bar.set(value) self.label.update() def build_map(self, source=None): """Builds and draws new map. :param source: string - source string; could be JSON string or path to *.json file. :return: None """ if source: self.source = source if self.source: self.map = Graph(self.source, weighted=self.weighted.get()) self.set_status_bar('Map title: {}'.format(self.map.name)) self.points, self.lines = self.map.get_coordinates() self.draw_map() def draw_map(self): """Draws map by prepared coordinates.""" self.draw_lines() self.draw_points() def clear_map(self): """Clears previously drawn map and resets coordinates and scales.""" self.canvas.delete('all') self.scale_x, self.scale_y = None, None self.coordinates = {} def redraw_map(self): """Redraws existing map by existing coordinates.""" if self.map: self.coordinates = {} for obj_id in self.canvas_obj.line: self.canvas.delete(obj_id) self.draw_lines() self.redraw_points() def redraw_points(self): """Redraws map points by existing coordinates.""" if self.map: for obj_id, attrs in self.canvas_obj.point.items(): if attrs['text_obj']: self.canvas.delete(attrs['text_obj']) self.canvas.delete(obj_id) self.draw_points() def redraw_trains(self): """Redraws existing trains.""" if self.trains and hasattr(self.canvas_obj, 'train'): for obj_id, attrs in self.canvas_obj.train.items(): self.canvas.delete(attrs['text_obj']) self.canvas.delete(obj_id) self.draw_trains() @prepare_coordinates def draw_points(self): """Draws map points by prepared coordinates.""" point_objs = {} captured_point_idx = self.canvas_obj.point[self.captured_point]['idx'] if self.captured_point else None for idx in self.points.keys(): x, y = self.coordinates[idx] if self.posts and idx in self.posts.keys(): post_type = self.posts[idx]['type'] if post_type == 1: status = '{}/{} {}/{} {}/{}'.format(self.posts[idx]['population'], self.posts[idx]['population_capacity'], self.posts[idx]['product'], self.posts[idx]['product_capacity'], self.posts[idx]['armor'], self.posts[idx]['armor_capacity']) elif post_type == 2: status = '{}/{}'.format(self.posts[idx]['product'], self.posts[idx]['product_capacity']) else: status = '{}/{}'.format(self.posts[idx]['armor'], self.posts[idx]['armor_capacity']) image_id = 0 if post_type == 1 and self.posts[idx]['player_idx'] == self.player_idx else post_type point_id = self.canvas.create_image(x, y, image=self.icons[image_id]) y -= (self.icons[post_type].height() / 2) + self.font_size text_id = self.canvas.create_text(x, y, text=status, font="{} {}".format(self.FONT, self.font_size)) else: post_type = 4 point_id = self.canvas.create_image(x, y, image=self.icons[post_type]) text_id = None point_objs[point_id] = {'idx': idx, 'text_obj': text_id, 'icon': post_type} self.captured_point = point_id if idx == captured_point_idx else self.captured_point self.canvas_obj['point'] = point_objs @prepare_coordinates def draw_lines(self): """Draws map lines by prepared coordinates and shows their weights if self.show_weight is set to 1.""" line_objs, captured_lines_idx = {}, {} if self.captured_lines: for line_id in self.captured_lines.keys(): captured_lines_idx[self.canvas_obj.line[line_id]['idx']] = line_id for idx, attrs in self.lines.items(): x_start, y_start = self.coordinates[attrs['start_point']] x_stop, y_stop = self.coordinates[attrs['end_point']] line_id = self.canvas.create_line(x_start, y_start, x_stop, y_stop) line_objs[line_id] = {'idx': idx, 'weight': attrs['weight'], 'start_point': attrs['start_point'], 'end_point': attrs['end_point'], 'weight_obj': ()} if idx in captured_lines_idx.keys(): self.captured_lines[line_id] = self.captured_lines.pop(captured_lines_idx[idx]) self.canvas_obj['line'] = line_objs self.show_weights() @prepare_coordinates def draw_trains(self): """Draws trains by prepared coordinates.""" trains = {} for train in self.trains.values(): start_point = self.lines[train['line_idx']]['start_point'] end_point = self.lines[train['line_idx']]['end_point'] weight = self.lines[train['line_idx']]['weight'] position = train['position'] x_start, y_start = self.coordinates[start_point] x_end, y_end = self.coordinates[end_point] delta_x, delta_y = int((x_start - x_end) / weight) * position, int((y_start - y_end) / weight) * position x, y = x_start - delta_x, y_start - delta_y if train['cooldown'] > 0: icon = 7 status = None else: icon = 5 if train['player_idx'] == self.player_idx else 6 status = '{}/{}'.format(train['goods'], train['goods_capacity']) indent_y = self.icons[icon].height() / 2 train_id = self.canvas.create_image(x, y - indent_y, image=self.icons[icon]) text_id = self.canvas.create_text(x, y - (2 * indent_y + self.font_size), text=status, font="{} {}".format(self.FONT, self.font_size)) if status else None trains[train_id] = {'icon': icon, 'text_obj': text_id} self.canvas_obj['train'] = trains def show_weights(self): """Shows line weights when self.show_weight is set to 1 and hides them when it is set to 0.""" if not self.canvas_obj: return if self.show_weight.get(): for line in self.canvas_obj.line.values(): if line['weight_obj']: for obj in line['weight_obj']: self.canvas.itemconfigure(obj, state='normal') else: x_start, y_start = self.coordinates[line['start_point']] x_end, y_end = self.coordinates[line['end_point']] x, y = self.midpoint(x_start, y_start, x_end, y_end) value = line['weight'] size = self.font_size r = int(size) * len(str(value)) oval_id = self.canvas.create_oval(x - r, y - r, x + r, y + r, fill=self.BG, width=0) text_id = self.canvas.create_text(x, y, text=value, font="{} {}".format(self.FONT, str(size))) line['weight_obj'] = (oval_id, text_id) else: for line in self.canvas_obj.line.values(): if line['weight_obj']: for obj in line['weight_obj']: self.canvas.itemconfigure(obj, state='hidden') def requests_executor(self): """Dequeues and executes requests. Assigns corresponding label to bot control button.""" if not self.bot.queue.empty(): request_type, request_body = self.bot.queue.get_nowait() if request_type == 99 and request_body: self.open_server_settings() request_body = None if request_body is not None: self.queue_requests[request_type](request_body) else: self.queue_requests[request_type]() if self.bot_thread and self.bot_thread.is_alive(): if self.play.place_info(): self.play.place_forget() self.stop.place(rely=0.99, relx=0.995, anchor=SE) else: if self.stop.place_info(): self.stop.place_forget() self.play.place(rely=0.5, relx=0.5, anchor=CENTER) self.after(50, self.requests_executor) def refresh_map(self, dynamic_objects): """Refreshes map with passed dynamic objects. :param dynamic_objects: dict - dict of dynamic objects :return: None """ for post in dynamic_objects['posts']: self.posts[post['point_idx']] = post for train in dynamic_objects['trains']: self.trains[train['idx']] = train self.redraw_points() self.redraw_trains()