Example #1
0
 def create_layer(self):
     # compute tilesize and border coordinates
     w, h = _scene.getWidth(), _scene.getHeight()
     tsx = w / (self.num_cols + 2)
     tsy = h / (self.num_rows + 2)
     self.ts = min(tsx, tsy)
     self.left = 2 * self.ts
     self.right = self.left + 2 * self.ts * self.av
     self.bottom = h - 2 * self.ts
     self.top = self.bottom - 2 * self.ts * self.st
     self.layer = _g.Layer()
     # Create avenues
     for av in range(self.av):
         x = self.left + self.ts * (2 * av + 1)
         l = _g.Path([_g.Point(x, self.top), _g.Point(x, self.bottom)])
         l.setBorderColor("light gray")
         self.layer.add(l)
         self.layer.add(
             _g.Text("%d" % (av + 1), 10, _g.Point(x,
                                                   self.bottom + self.ts)))
     # Create streets
     for st in range(self.st):
         y = self.bottom - self.ts * (2 * st + 1)
         l = _g.Path([_g.Point(self.left, y), _g.Point(self.right, y)])
         l.setBorderColor("light gray")
         self.layer.add(l)
         self.layer.add(
             _g.Text("%d" % (st + 1), 10, _g.Point(self.left - self.ts, y)))
     # Create border
     border = _g.Polygon(_g.Point(self.left, self.bottom),
                         _g.Point(self.right, self.bottom),
                         _g.Point(self.right, self.top),
                         _g.Point(self.left, self.top))
     border.setBorderWidth(5)
     border.setBorderColor("dark red")
     border.setDepth(10)
     self.layer.add(border)
     # Create walls
     for (col, row) in self.walls:
         if col % 2 == 0:  # vertical wall
             x1, y1 = self.cr2xy(col, row - 1)
             x2, y2 = self.cr2xy(col, row + 1)
         else:  # horizontal wall
             x1, y1 = self.cr2xy(col - 1, row)
             x2, y2 = self.cr2xy(col + 1, row)
         w = _g.Path([_g.Point(x1, y1), _g.Point(x2, y2)])
         w.setBorderWidth(5)
         w.setBorderColor("dark red")
         w.setDepth(10)
         self.layer.add(w)
     # Create beepers
     for (av, st) in self.beepers:
         self._create_beeper(av, st)
     # Layer finished
     _scene.add(self.layer)
Example #2
0
 def __init__(self, radius, av, st, num=1):
     self.av = av
     self.st = st
     self.num = num
     self.layer = _g.Layer()
     self.circle = _g.Circle(radius=radius)
     self.text = _g.Text("%d" % num, 11, _g.Point(0, 0))
     self.layer.add(self.circle)
     self.layer.add(self.text)
     self.circle.setFillColor("yellow")
     self.circle.setBorderColor("orange")
     self.circle.setDepth(10)
     self.text.setDepth(5)
     self.layer.setDepth(5)
Example #3
0
def init_hardware():
    global _canvas, _cabin, _ldoor, _rdoor
    _canvas = _g.Canvas(200, 600)
    _canvas.setBackgroundColor("lightblue")
    _canvas.setTitle("Elevator")
    r = _g.Rectangle(90, 160)
    r.setFillColor("yellow")
    r.setBorderColor("red")
    _ldoor = _g.Rectangle(40, 150)
    _rdoor = _g.Rectangle(40, 150)
    _ldoor.move(-20, 0)
    _rdoor.move(20, 0)
    _ldoor.adjustReference(-20, 0)
    _rdoor.adjustReference(20, 0)
    _ldoor.setFillColor("blue")
    _rdoor.setFillColor("blue")
    r.setDepth(60)
    _cabin = _g.Layer()
    _cabin.add(r)
    _cabin.add(_ldoor)
    _cabin.add(_rdoor)
    _cabin.moveTo(70, 600 - 90)
    _canvas.add(_cabin)
    for i in range(3):
        floor = _g.Rectangle(70, 6)
        floor.setFillColor("blue")
        floor.moveTo(150, 600 - i * 200 - 13)
        _canvas.add(floor)
    for i in range(4):
        floor = (i + 1) // 2
        button = Button(i, ((i % 2) == 0))
        button.moveTo(150, 600 - floor * 200 - 50)
        light = _g.Circle(10)
        light.moveTo(150, 600 - floor * 200 - 90)
        light.setFillColor("darkblue")
        if i == 1:
            button.move(15, 0)
            light.move(15, 0)
        elif i == 2:
            button.move(-15, 0)
            light.move(-15, 0)
        _canvas.add(button)
        _canvas.add(light)
        _buttons[i] = button
        _lights[i] = light