Exemple #1
0
class PhysicsGame:
    def __init__(self):
        pass

    def run(self):
        pygame.init()
        self.screen = pygame.display.get_surface()
        # get everything set up
        self.clock = pygame.time.Clock()
        self.font = pygame.font.Font(None, 42)  # font object
        #self.canvas = olpcgames.ACTIVITY.canvas
        self.joystickobject = None
        self.debug = True

        # create the name --> instance map for components
        self.toolList = {}
        for c in tools.allTools:
            self.toolList[c.name] = c(self)
        self.currentTool = self.toolList[tools.allTools[0].name]

        # set up the world (instance of Elements)
        self.world = elements.Elements(self.screen.get_size())
        self.world.renderer.set_surface(self.screen)

        # set up static environment
        #self.world.add.ground()
        self.world.run_physics = False

        self.bridge = Bridge(self)
        self.bridge.create_world()

        self.running = True
        t = pygame.time.get_ticks()
        while self.running:
            if (pygame.time.get_ticks() - t) > 1500:
                #                bridge.create_train(self)
                t = pygame.time.get_ticks()

            while gtk.events_pending():
                gtk.main_iteration()

            for event in pygame.event.get():
                self.currentTool.handleEvents(event, self.bridge)
            # Clear Display
            self.screen.fill((80, 160, 240))  #255 for white

            # Update & Draw World
            self.world.update()
            self.world.draw()
            if self.world.run_physics:
                self.bridge.for_each_frame()

            # draw output from tools
            self.currentTool.draw()

            #Print all the text on the screen
            text = self.font.render(
                _("Total Cost: %d") % self.bridge.cost, True, (0, 0, 0))
            textpos = text.get_rect(left=12, top=12)
            self.screen.blit(text, textpos)
            ratio = self.bridge.stress * 100 / self.bridge.capacity
            text = self.font.render(_("Stress: %d%%") % ratio, True, (0, 0, 0))
            textpos = text.get_rect(left=12, top=53)
            self.screen.blit(text, textpos)

            if self.bridge.train_off_screen:
                text = self.font.render(
                    _("Train fell off the screen, press R to try again!"),
                    True, (0, 0, 0))
            elif self.bridge.level_completed:
                text = self.font.render(
                    _("Level completed, well done!!  Press T to send another train."
                      ), True, (0, 0, 0))
            else:
                text = self.font.render(
                    _("Press the Spacebar to start/pause."), True, (0, 0, 0))
            textpos = text.get_rect(left=12, top=94)
            self.screen.blit(text, textpos)

            # Flip Display
            pygame.display.flip()

            # Try to stay at 30 FPS
            self.clock.tick(30)  # originally 50

    def setTool(self, tool):
        self.currentTool.cancel()
        self.currentTool = self.toolList[tool]
Exemple #2
0
class PhysicsGame:
    def __init__(self):
        pass
        
    def run(self):
        pygame.init()
        self.screen = pygame.display.get_surface()
        # get everything set up
        self.clock = pygame.time.Clock()
        self.font = pygame.font.Font(None, 42) # font object
        #self.canvas = olpcgames.ACTIVITY.canvas
        self.joystickobject = None 
        self.debug = True

        # create the name --> instance map for components
        self.toolList = {}
        for c in tools.allTools:
             self.toolList[c.name] = c(self)
        self.currentTool = self.toolList[tools.allTools[0].name]
        
        # set up the world (instance of Elements)
        self.world = elements.Elements(self.screen.get_size())
        self.world.renderer.set_surface(self.screen)
        
        # set up static environment
        #self.world.add.ground()
        self.world.run_physics = False

        self.bridge = Bridge(self)
        self.bridge.create_world()


        self.running = True
        t = pygame.time.get_ticks()
        while self.running:
            if (pygame.time.get_ticks() - t) > 1500:
#                bridge.create_train(self)
                t = pygame.time.get_ticks()

            while gtk.events_pending():
                gtk.main_iteration()
                
            for event in pygame.event.get():
                self.currentTool.handleEvents(event, self.bridge)
            # Clear Display
            self.screen.fill((80, 160, 240)) #255 for white

            # Update & Draw World
            self.world.update()
            self.world.draw()
            if self.world.run_physics:
                self.bridge.for_each_frame()           

            # draw output from tools
            self.currentTool.draw()

            #Print all the text on the screen
            text = self.font.render(_("Total Cost: %d") % self.bridge.cost, True, (0, 0, 0))
            textpos = text.get_rect(left=12, top=12)
            self.screen.blit(text,textpos)
            ratio = self.bridge.stress * 100 / self.bridge.capacity
            text = self.font.render(_("Stress: %d%%") % ratio, True, (0, 0, 0))
            textpos = text.get_rect(left=12, top=53)
            self.screen.blit(text,textpos)

            if self.bridge.train_off_screen:
                text = self.font.render(_("Train fell off the screen, press R to try again!"), True, (0, 0, 0))
            elif self.bridge.level_completed:
                text = self.font.render(_("Level completed, well done!!  Press T to send another train."), True, (0, 0, 0))
            else:
                text = self.font.render(_("Press the Spacebar to start/pause."), True, (0, 0, 0))
            textpos = text.get_rect(left=12, top=94)
            self.screen.blit(text,textpos)

            # Flip Display
            pygame.display.flip()  
            
            # Try to stay at 30 FPS
            self.clock.tick(30) # originally 50    

    def setTool(self,tool):
        self.currentTool.cancel()
        self.currentTool = self.toolList[tool] 
Exemple #3
0
class PhysicsGame:
    def __init__(self,screen):
        self.screen = screen
        # get everything set up
        self.clock = pygame.time.Clock()
        self.font = pygame.font.Font(None, 18) # font object
        #self.canvas = olpcgames.canvas
        self.joystickobject = None 
        self.debug = True

        # create the name --> instance map for components
	self.tb_rects = {}
        self.toolList = {}
        for c in tools.allTools:
             self.toolList[c.name] = c(self)
        self.currentTool = self.toolList[tools.allTools[0].name]
        
        # set up the world (instance of Elements)
        self.world = elements.Elements(self.screen.get_size())
        self.world.renderer.set_surface(self.screen)
        
        # set up static environment
        #self.world.add.ground()
        self.world.run_physics = False

        self.bridge = Bridge(self)
        self.bridge.create_world()
        
    def run(self):
        self.running = True
        t = pygame.time.get_ticks()
        while self.running:
            if (pygame.time.get_ticks() - t) > 1500:
#                bridge.create_train(self)
                t = pygame.time.get_ticks()
               
            # Clear Display
            self.screen.fill((80,160,240)) #255 for white

            #draw toolbar for tools
            tb_x = 0
	    menubg = pygame.image.load('images/menubg.png').convert_alpha()
	    self.screen.blit(menubg, (0, 0))
	    menubg_rect = menubg.get_rect()
	        
            keyinput = pygame.key.get_pressed()

            if keyinput[pygame.K_ESCAPE]:
                raise SystemExit

            for event in pygame.fastevent.get():
                self.currentTool.handleEvents(event)
		if event.type == pygame.MOUSEBUTTONDOWN:
		    if event.button == 1:
			#print 'mouse pressed'
			if menubg_rect.collidepoint(event.pos):
			    print 'yeah'
			for k,v in self.tb_rects.items():
			    if v.collidepoint(event.pos):
				#print k
				self.currentTool = self.toolList[k]
		    if event.button == 3:
			self.currentTool.cancel()
	    
            for c in tools.allTools:
                tb_icon_name = c.name+'_icon'
                tb_icon_name = pygame.image.load('images/icons/'+c.icon+'.png').convert_alpha()
                self.screen.blit(tb_icon_name, (tb_x, 0))
		
		self.tb_rects[c.name] = tb_icon_name.get_rect().move(tb_x, 0)
		
                tb_x = tb_x+50
		
            # Update & Draw World
            self.world.update()
            self.world.draw()
            if self.world.run_physics:
                self.bridge.for_each_frame()

            #event = pygame.event.poll()
#                for c in tools.allTools:
#                    tb_icon_name = c.name+'_icon'
#
#                    print tb_icon_name
#                    srect = tb_icon_name.get_rect()
#                    print srect.collidepoint(event.pos)
            
            # draw output from tools
            self.currentTool.draw()

            #Print all the text on the screen
            text = self.font.render(_("Total Cost: %d") % self.bridge.cost, True, (0,0,0))
            textpos = text.get_rect(top=64)
            self.screen.blit(text,textpos)
            ratio = self.bridge.stress*100/self.bridge.capacity
            text = self.font.render(_("Stress: %d%%") % ratio, True, (0,0,0))
            textpos = text.get_rect(top=75)
            self.screen.blit(text,textpos)

            if self.bridge.train_off_screen:
                text = self.font.render(_("Train fell off the screen, press R to try again!"), True, (0,0,0))
            elif self.bridge.level_completed:
                text = self.font.render(_("Level completed, well done!!  Press T to send another train."), True, (0,0,0))
            else:
                text = self.font.render(_("Press the Spacebar to start/pause."), True, (0,0,0))
            textpos = text.get_rect(top=93)
            self.screen.blit(text,textpos)

            # Flip Display
            pygame.display.flip()  
            
            # Try to stay at 30 FPS
            self.clock.tick(40) # originally 50    

    def setTool(self,tool):
        self.currentTool.cancel()
        self.currentTool = self.toolList[tool] 
Exemple #4
0
class PhysicsGame:
    def __init__(self, activity=None):
        self.activity = activity
        # Get everything set up
        self.clock = pygame.time.Clock()
        self.in_focus = True
        # Create the name --> instance map for components
        self.toolList = {}
        for c in tools.allTools:
            self.toolList[c.name] = c(self)
        self.currentTool = self.toolList[tools.allTools[0].name]
        # Set up the world (instance of Elements)
        self.box2d = box2d
        self.opening_queue = None
        self.running = True
        self.initialise = True
        self.full_pos_list = []
        self.tracked_bodies = 0
        self.cost = 0
        self.capacity = 1

        self.trackinfo = {}
        self.box2d_fps = 50

    def set_game_fps(self, fps):
        self.box2d_fps = fps

    def write_file(self, path):
        # Saving to journal
        logging.debug("write_file called")
        additional_data = {
            'trackinfo': self.trackinfo,
            'full_pos_list': self.full_pos_list,
            'tracked_bodies': self.tracked_bodies,
            'cost': self.bridge.cost,
            'capacity': self.bridge.capacity
        }
        self.world.json_save(path, additional_data)

    def read_file(self, path):
        # Loading from journal
        logging.debug("read_file called")
        self.opening_queue = path

    def run(self):
        pygame.init()
        self.screen = pygame.display.get_surface()
        self.font = pygame.font.Font(None, 42)  # font object
        self.debug = True

        # set up the world (instance of Elements)
        self.world = elements.Elements(self.screen.get_size())
        self.world.renderer.set_surface(self.screen)

        self.joystickobject = None

        # create the name --> instance map for components
        self.toolList = {}
        for c in tools.allTools:
            self.toolList[c.name] = c(self)
        self.currentTool = self.toolList[tools.allTools[0].name]

        # set up static environment
        self.world.run_physics = False

        # provided there is a file to call from
        # We need to place each element in the json
        # to their correct position before generating
        # The ground
        if self.opening_queue:
            path = self.opening_queue.encode('ascii', 'convert')
            if os.path.exists(path):
                self.world.json_load(path, serialized=True)
                if 'full_pos_list' in self.world.additional_vars:
                    self.full_pos_list = \
                        self.world.additional_vars['full_pos_list']
                if 'trackinfo' in self.world.additional_vars:
                    self.trackinfo = self.world.additional_vars['trackinfo']
                if 'tracked_bodies' in self.world.additional_vars:
                    self.tracked_bodies = \
                        self.world.additional_vars['tracked_bodies']
                if 'cost' in self.world.additional_vars:
                    self.cost = self.world.additional_vars['cost']
                if 'capacity' in self.world.additional_vars:
                    self.capacity = self.world.additional_vars['capacity']

        self.bridge = Bridge(self)
        self.bridge.create_world()
        self.bridge.cost = self.cost
        self.bridge.stress = 0
        self.bridge.capacity = self.capacity

        self.running = True
        t = pygame.time.get_ticks()

        while self.running:
            if (pygame.time.get_ticks() - t) > 1500:
                t = pygame.time.get_ticks()

            while Gtk.events_pending():
                Gtk.main_iteration()
            if not self.running:
                break

            for event in pygame.event.get():
                self.currentTool.handleEvents(event, self.bridge)
            # Clear Display
            self.screen.fill((80, 160, 240))  # 255 for white

            # Update & Draw World
            self.world.update()
            self.world.draw()
            if self.world.run_physics:
                self.bridge.for_each_frame()
                bodies_present = len(self.world.world.bodies)

                for key, info in self.trackinfo.items():
                    # [host_body, tracker, color, destroyed?]
                    body = info[1]
                    if info[3] is False:  # Not destroyed
                        trackdex = info[4]

                        def to_screen(pos):
                            px = self.world.meter_to_screen(pos[0])
                            py = self.world.meter_to_screen(pos[1])
                            py = self.world.renderer.get_surface() \
                                .get_height() - py
                            return (px, py)

                        x = body.position.x
                        y = body.position.y
                        tupled_pos = to_screen((x, y))
                        posx = tupled_pos[0]
                        posy = tupled_pos[1]
                        try:
                            self.full_pos_list[trackdex].append(posx)
                            self.full_pos_list[trackdex].append(posy)
                        except IndexError:
                            self.full_pos_list.append([posx, posy])

            # draw output from tools
            self.currentTool.draw()

            # Print all the text on the screen
            text = self.font.render(
                _("Total Cost: %d") % self.bridge.cost, True, (0, 0, 0))
            textpos = text.get_rect(left=12, top=12)
            self.screen.blit(text, textpos)
            ratio = self.bridge.stress * 100 / self.bridge.capacity
            text = self.font.render(_("Stress: %d%%") % ratio, True, (0, 0, 0))
            textpos = text.get_rect(left=12, top=53)
            self.screen.blit(text, textpos)

            if self.bridge.train_off_screen:
                text = self.font.render(
                    _("Train fell off the screen, press R to try again!"),
                    True, (0, 0, 0))
            elif self.bridge.level_completed:
                text = self.font.render(_("Level completed, well done!!"),
                                        True, (0, 0, 0))
                if self.bridge.train_exit:
                    text = self.font.render(
                        _("Press T to send another train."), True, (0, 0, 0))
            else:
                text = self.font.render(
                    _("Press the Spacebar to start/pause."), True, (0, 0, 0))
            textpos = text.get_rect(left=12, top=94)
            self.screen.blit(text, textpos)

            # Flip Display
            pygame.display.flip()

            # Try to stay at 30 FPS
            self.clock.tick(30)  # originally 50

    def setTool(self, tool):
        self.currentTool.cancel()
        self.currentTool = self.toolList[tool]