def generate_table(self): #is this bad boy just useless? table_side_points = np.empty((1, 2)) # holes_x and holes_y holds the possible xs and ys of the table holes # with a position ID in the second tuple field # so the top left hole has id 1,1 holes_x = [(config.table_margin, 1), (config.resolution[0] / 2, 2), (config.resolution[0] - config.table_margin, 3)] holes_y = [(config.table_margin, 1), (config.resolution[1] - config.table_margin, 2)] # next three lines are a hack to make and arrange the hole coordinates # in the correct sequence all_hole_positions = np.array(list(itertools.product(holes_y, holes_x))) all_hole_positions = np.fliplr(all_hole_positions) all_hole_positions = np.vstack( (all_hole_positions[:3], np.flipud(all_hole_positions[3:]))) for hole_pos in all_hole_positions: self.holes.append( table_sprites.Hole(hole_pos[0][0], hole_pos[1][0], [hole_pos[0][1], hole_pos[1][1]])) # this will generate the diagonal, vertical and horizontal table # pieces which will reflect the ball when it hits the table sides # # they are generated using 4x2 offset matrices (4 2d points around the hole) # with the first point in the matrix is the starting point and the # last point is the ending point, these 4x2 matrices are # concatenated together # # the martices must be flipped using numpy.flipud() # after reflecting them using 2x1 reflection matrices, otherwise # starting and ending points would be reversed if hole_pos[0][1] == 2: # hole_pos[0,1]=2 means x coordinate ID is 2 which means this # hole is in the middle offset = config.middle_hole_offset else: offset = config.side_hole_offset if hole_pos[1][1] == 2: offset = np.flipud(offset) * [1, -1] if hole_pos[0][1] == 1: offset = np.flipud(offset) * [-1, 1] table_side_points = np.append( table_side_points, [hole_pos[0][0], hole_pos[1][0]] + offset, axis=0) # deletes the 1st point in array (leftover form np.empty) table_side_points = np.delete(table_side_points, 0, 0) for num, point in enumerate(table_side_points[:-1]): # this will skip lines inside the circle if num % 4 != 1: self.table_sides.append( table_sprites.TableSide( [point, table_side_points[num + 1]])) self.table_sides.append( table_sprites.TableSide( [table_side_points[-1], table_side_points[0]])) #self.table_coloring = table_sprites.TableColoring( #config.resolution, config.table_side_color, table_side_points) #self.all_sprites.append(self.table_coloring) self.all_sprites.append(self.holes)
def generate_table(self): table_side_points = np.empty((1, 2)) holes_x = [(config.table_margin, 1), (config.resolution[0] / 2, 2), (config.resolution[0] - config.table_margin, 3)] holes_y = [(config.table_margin, 1), (config.resolution[1] - config.table_margin, 2)] all_hole_positions = np.array(list(itertools.product(holes_y, holes_x))) all_hole_positions = np.fliplr(all_hole_positions) all_hole_positions = np.vstack( (all_hole_positions[:3], np.flipud(all_hole_positions[3:]))) for hole_pos in all_hole_positions: self.holes.add(table_sprites.Hole(hole_pos[0][0], hole_pos[1][0])) if hole_pos[0][1] == 2: offset = config.middle_hole_offset else: offset = config.side_hole_offset if hole_pos[1][1] == 2: offset = np.flipud(offset) * [1, -1] if hole_pos[0][1] == 1: offset = np.flipud(offset) * [-1, 1] table_side_points = np.append( table_side_points, [hole_pos[0][0], hole_pos[1][0]] + offset, axis=0) table_side_points = np.delete(table_side_points, 0, 0) for num, point in enumerate(table_side_points[:-1]): self.table_sides.append( table_sprites.TableSide([point, table_side_points[num + 1]])) self.table_sides.append( table_sprites.TableSide( [table_side_points[-1], table_side_points[0]])) self.table_coloring = table_sprites.TableColoring( config.resolution, config.table_side_color, table_side_points) self.all_sprites.add(self.table_coloring) self.all_sprites.add(self.holes) graphics.add_separation_line(self.canvas)