Esempio n. 1
0
    def generate_table(self):
        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] == 2:
                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]):
            if num % 4 != 1:
                self.table_sides.append(table_sprite.TableSide([point, table_side_points[num + 1]]))
        self.table_sides.append(table_sprite.TableSide([table_side_points[-1],table_side_points[0]]))
        self.table_coloring = table_sprite.TableColoring(config.resolution, config.table_side_color, table_side_points)
        self.all_sprites.add(self.table_coloring)
        graphics.add_separation_line(self.canvas)
Esempio n. 2
0
 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)