コード例 #1
0
def main():
    pygame.init()
    screen = pygame.display.set_mode((width,height)) 
    
    clock = pygame.time.Clock()
    running = True
    
    space = pymunk.Space()
    space.gravity = 0,-1000
    
    # box walls 
    static = [pymunk.Segment(space.static_body, (10, 50), (300, 50), 5)
                , pymunk.Segment(space.static_body, (300, 50), (325, 50), 5)
                , pymunk.Segment(space.static_body, (325, 50), (350, 50), 5)
                , pymunk.Segment(space.static_body, (350, 50), (375, 50), 5)
                , pymunk.Segment(space.static_body, (375, 50), (680, 50), 5)
                , pymunk.Segment(space.static_body, (680, 50), (680, 370), 5)
                , pymunk.Segment(space.static_body, (680, 370), (10, 370), 5)
                , pymunk.Segment(space.static_body, (10, 370), (10, 50), 5)
                ]  
    static[1].color = pygame.color.THECOLORS['red']
    static[2].color = pygame.color.THECOLORS['green']
    static[3].color = pygame.color.THECOLORS['red']
    
    # player
    body = pymunk.Body(5, pymunk.inf)
    body.position = 100,100
    
    head = pymunk.Circle(body, 10, (0,5))
    head2 = pymunk.Circle(body, 10, (0,13))
    feet = pymunk.Circle(body, 10, (0,-5))
    
    head.layers = head2.layers = 0b1000
    feet.collision_type = 1
    feet.ignore_draw = head.ignore_draw = head2.ignore_draw = True
    
    space.add(body, head, feet,head2)
    direction = 1
    remaining_jumps = 2
    landing = {'p':Vec2d.zero(), 'n':0}
    frame_number = 0
    
    landed_previous = False

    while running:

        grounding = {
            'normal' : Vec2d.zero(),
            'penetration' : Vec2d.zero(),
            'impulse' : Vec2d.zero(),
            'position' : Vec2d.zero(),
            'body' : None
        }
        # find out if player is standing on ground

    pass
コード例 #2
0
ファイル: avatar.py プロジェクト: chrisbiggar/shiny-light
    def update(self, dt):
        def f(arbiter):
            n = -arbiter.contacts[0].normal
            if n.y > 0.0:
                self.platformNormal = n
                self.platformBody = arbiter.shapes[1].body

        self.platformNormal = Vec2d.zero()
        self.platformBody = None
        self.body.each_arbiter(f)

        # if ground body is found and slope induced grounding normal is lower than feet friction
        # (find out if grounded)
        grounded = False
        ground_velocity = Vec2d.zero()
        if self.platformBody != None and abs(self.platformNormal.x / self.platformNormal.y) < self.feet.friction:
            grounded = True
            self.remaining_jumps = JUMP_TIMES
            ground_velocity = self.platformBody.velocity

            # control inputs
        targetXVel = 0
        if self.keyboard[key.LEFT]:
            targetXVel -= PLAYER_VELOCITY
        if self.keyboard[key.RIGHT]:
            targetXVel += PLAYER_VELOCITY
        if self.keyboard[key.DOWN]:
            self.slide = True
        else:
            self.slide = False
        if self.jumpTrigger == True:
            self.jumpTrigger = False
            if grounded or self.remaining_jumps > 0:
                # add target jump velocity to body
                jumpVel = math.sqrt(2.0 * JUMP_HEIGHT * abs(self.scene.space.gravity.y))
                self.body.velocity.y = ground_velocity.y + jumpVel
                self.remaining_jumps -= 1

                # if on ground
        if self.platformBody != None:
            # if slide key and on slope (normal is (0,1) when on level ground)
            if self.slide == True and (self.platformNormal.x / self.platformNormal.y) != 0.0:
                self.feet.friction = 0
            else:
                self.feet.friction = abs(PLAYER_GROUND_ACCEL / self.scene.space.gravity.y)
            self.head.friciton = HEAD_FRICTION
            # apply target x velocity to surface velocity of feet..
            self.feet.surface_velocity = targetXVel, 0
        else:
            self.feet.friction, self.head.friction = 0, 0
            self.body.apply_impulse((targetXVel / 6, 0))

            # fall rate limiter
        self.body.velocity.y = max(self.body.velocity.y, -FALL_VELOCITY)  # clamp upwards as well?

        super(Avatar, self).update(dt)
コード例 #3
0
ファイル: actor.py プロジェクト: isovector/smashball
    def __init__(self):
        Entity.__init__(self, 2)
        self.head = pymunk.Circle(self, 18)
        self.head2 = pymunk.Circle(self, 18)
        self.head2.elasticity = 0.95
        self.feet = pymunk.Circle(self, 18)

        self.head.color = pygame.Color(200, 78, 0)
        self.head2.color = pygame.Color(200, 78, 0)
        self.feet.color = pygame.Color(200, 78, 0)

        self.head.layers = self.head2.layers = 0b1000
        self.feet.collision_type = 1

        self.reset_rotation()

        self.moveStyle = MoveStyle.PHYSICS_DRIVEN
        self.direction = 1
        self.jumpsLeft = 1
        self.onGround = False
        self.helpless = False

        self.isBusy = False
        self.controller = Controller(self)

        self.__currentAttack = None
        self.__groundVelocity = Vec2d.zero()
コード例 #4
0
 def initPhysics(self):
     self.feet = pymunk.Circle(self.body, 20)
     self.mid = pymunk.Circle(self.body, 20, (0,40))
     self.head = pymunk.Circle(self.body, 20, (0,75))
     self.feet.collisionType = platform_collType
     self.feet.elasticity = 1.
     
     self.platformNormal = Vec2d.zero()
     self.platformBody = None
     
     self.slide = False
コード例 #5
0
ファイル: main.py プロジェクト: mcgillij/pymunk_pyglet
 def __init__(self):
     platform = pyglet.window.get_platform()
     display = platform.get_default_display()
     screen = display.get_default_screen()
     template = pyglet.gl.Config(double_buffer=True)
     config = screen.get_best_config(template)
     context = config.create_context(None)
     self.clock = pyglet.clock.Clock()
     self.kb_handler = pyglet.window.key.KeyStateHandler()
     super(Main, self).__init__(resizable=True, width=WIDTH, height=HEIGHT, caption="pymunk test" , context=context)
     self.push_handlers(self.kb_handler)
     self.batch = pyglet.graphics.Batch()
     self.direction = 1
     self.remaining_jumps = 2
     self.landing = {'p':Vec2d.zero(), 'n':0}
     self.landed_previous = False
     # box walls 
     self.space = world.World()
     self.space.load()
     
     def passthrough_handler(space, arbiter):
         if arbiter.shapes[0].body.velocity.y < 0:
             return True
         else:
             return False
             
     self.space.add_collision_handler(1,2, begin=passthrough_handler)
     # player
     self.body = pymunk.Body(5, pymunk.inf)
     self.body.position = 100,100
     self.head = pymunk.Circle(self.body, 10, (0,5))
     self.head2 = pymunk.Circle(self.body, 10, (0,13))
     self.feet = pymunk.Circle(self.body, 10, (0,-5))
     self.head.layers = self.head2.layers = 0b1000
     self.feet.collision_type = 1
     self.feet.ignore_draw = self.head.ignore_draw = self.head2.ignore_draw = True
     self.space.add(self.body, self.head, self.feet, self.head2)
     self.target_vx = 0
コード例 #6
0
    def prep_new_run(self):
        """"resets the engine to a new game"""

        # initial_load_x = np.random.uniform(10, 15) * np.random.choice([-1, 1])
        initial_load_x = 0
        # initial_bumper_x = np.random.uniform(5, 7) * np.random.choice([-1, 1])
        initial_bumper_x = 5.5
        # initial_hoist_len = np.random.uniform(50, 60)
        initial_hoist_len = 60

        # Make world
        self.space = pymunk.Space()
        # self.load = pymunk.Body(1000, 1000 * 30 *30)
        self.load = pymunk.Body(1000, 10000 * 30 * 30)

        self.barge = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
        self.hook = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
        self.space.add(self.load)
        self.space.add(self.barge)

        ## Contact shapes

        # give contact shapes a thickness for better stability

        th = 2
        barge_deck = pymunk.Segment(
            self.barge,
            [self.barge_upper_left[0], self.barge_upper_left[1] + th],
            [self.barge_upper_right[0], self.barge_upper_right[1] + th], th)
        barge_deck.collision_type = 1
        barge_deck.friction = self.friction
        self.space.add(barge_deck)

        # Load contact shape
        radius = 0.1
        shape1 = pymunk.Circle(self.load, radius, self.load_lower_left)
        shape2 = pymunk.Circle(self.load, radius, self.load_lower_right)
        shape1.collision_type = 2
        shape2.collision_type = 2
        shape1.friction = self.friction
        shape2.friction = self.friction
        self.space.add(shape1)
        self.space.add(shape2)

        # Load contact shape bottom
        load_bottom_shape = pymunk.Segment(self.load, self.load_lower_left,
                                           self.load_lower_right, 0)
        load_bottom_shape.collision_type = 2
        load_bottom_shape.friction = self.friction
        self.space.add(load_bottom_shape)

        # Load contact shape left side
        load_left_shape = pymunk.Segment(self.load, self.load_lower_left,
                                         self.load_upper_left, 0)
        load_left_shape.collision_type = 2
        load_left_shape.friction = self.friction
        self.space.add(load_left_shape)

        # Load contact shape right side
        load_right_shape = pymunk.Segment(self.load, self.load_lower_right,
                                          self.load_upper_right, 0)
        load_right_shape.collision_type = 2
        load_right_shape.friction = self.friction
        self.space.add(load_right_shape)

        # Guide contact shape
        self.bumper_lower = Vec2d(initial_bumper_x, -4)
        self.bumper_upper = Vec2d(initial_bumper_x, -10)
        bumper = pymunk.Segment(
            self.barge, [self.bumper_lower[0] + 2, self.bumper_lower[1]],
            [self.bumper_upper[0] + 2, self.bumper_upper[1]], 2)
        bumper.collision_type = 3
        self.space.add(bumper)

        # spring-damper between hook and load
        damper = pymunk.DampedSpring(self.hook, self.load, (0, 0), self.poi, 0,
                                     0, 5000)
        adamper = pymunk.DampedRotarySpring(self.hook, self.load, 0, 0, 400)
        self.space.add(damper, adamper)

        handler_barge_contact = self.space.add_collision_handler(
            1, 2)  # barge  is type 1, load is type 2
        handler_barge_contact.post_solve = self.barge_contact

        handler_bumper_contact = self.space.add_collision_handler(
            2, 3)  # bumper is type 3, load is type 2
        handler_bumper_contact.post_solve = self.bumper_contact

        self.space.gravity = Vec2d(0, 9.81)
        self.space.damping = 0.98

        n = int(self.t_motions / self.dt_motions)

        temp = self.wave_spectrum.make_time_trace(associated=self.associated,
                                                  n=n,
                                                  dt=self.dt_motions,
                                                  locations=self.wave_location)
        self.wave_elevation = temp['response']
        self.motions_t = temp['t']
        R = temp['associated']

        self.motions_sway_block = R[0]
        self.motions_heave_block = R[1]
        self.motions_302_surge = R[2]
        self.motions_302_heave = R[3]
        self.motions_302_pitch = R[4] * self.magic_pitch_factor

        # TODO: Temp start with stationary env
        # self.motions_sway_block = np.zeros((10000,))
        # self.motions_heave_block = np.zeros((10000,))
        # self.motions_302_surge = np.zeros((10000,))
        # self.motions_302_heave = np.zeros((10000,))
        # self.motions_302_pitch = np.zeros((10000,))

        self.hoist_length = initial_hoist_len
        self.crane_sway = 0
        self.barge_impulse = []
        self.bumper_impulse = []
        self.has_barge_contact = False
        self.has_bumper_contact = False

        self.setdown_counter = 0

        self.is_done = False

        self.load.position = Vec2d(initial_load_x,
                                   self.hoist_length - self.poi[1])
        self.time_lookup_index = 0

        self.max_impact = 0
コード例 #7
0
 def __init__(self, points):
     self.poly = [Vec2d(point) for point in points]
     self.triangles = triangulate(self.poly)
     self.convexes = convexise(self.triangles)
コード例 #8
0
def main():

    ### PyGame init
    pygame.init()
    screen = pygame.display.set_mode((width,height)) 

    clock = pygame.time.Clock()
    running = True
    font = pygame.font.SysFont("Arial", 16)
    sound = pygame.mixer.Sound("sfx.wav")
    img = pygame.image.load("xmasgirl1.png")
    
    ### Physics stuff
    space = pymunk.Space()   
    space.gravity = 0,-1000
    # box walls 
    static = [pymunk.Segment(space.static_body, (10, 50), (300, 50), 5)
                , pymunk.Segment(space.static_body, (300, 50), (325, 50), 5)
                , pymunk.Segment(space.static_body, (325, 50), (350, 50), 5)
                , pymunk.Segment(space.static_body, (350, 50), (375, 50), 5)
                , pymunk.Segment(space.static_body, (375, 50), (680, 50), 5)
                , pymunk.Segment(space.static_body, (680, 50), (680, 370), 5)
                , pymunk.Segment(space.static_body, (680, 370), (10, 370), 5)
                , pymunk.Segment(space.static_body, (10, 370), (10, 50), 5)
                ]  
    static[1].color = pygame.color.THECOLORS['red']
    static[2].color = pygame.color.THECOLORS['green']
    static[3].color = pygame.color.THECOLORS['red']
    
    # rounded shape
    rounded = [pymunk.Segment(space.static_body, (500, 50), (520, 60), 5)
                , pymunk.Segment(space.static_body, (520, 60), (540, 80), 5)
                , pymunk.Segment(space.static_body, (540, 80), (550, 100), 5)
                , pymunk.Segment(space.static_body, (550, 100), (550, 150), 5)
                ]
                
    # static platforms
    platforms = [pymunk.Segment(space.static_body, (170, 50), (270, 150), 5)
                #, pymunk.Segment(space.static_body, (270, 100), (300, 100), 5)
                , pymunk.Segment(space.static_body, (400, 150), (450, 150), 5)
                , pymunk.Segment(space.static_body, (400, 200), (450, 200), 5)
                , pymunk.Segment(space.static_body, (220, 200), (300, 200), 5)
                , pymunk.Segment(space.static_body, (50, 250), (200, 250), 5)
                , pymunk.Segment(space.static_body, (10, 370), (50, 250), 5)
                ]
    
    for s in static + platforms+rounded:
        s.friction = 1.
        s.group = 1
    space.add(static, platforms+rounded)
    
    # moving platform
    platform_path = [(650,100),(600,200),(650,300)]
    platform_path_index = 0
    platform_body = pymunk.Body(pymunk.inf, pymunk.inf)
    platform_body.position = 650,100
    s = pymunk.Segment(platform_body, (-25, 0), (25, 0), 5)
    s.friction = 1.
    s.group = 1
    s.color = pygame.color.THECOLORS["blue"]
    space.add(s)
    
    # pass through platform
    passthrough = pymunk.Segment(space.static_body, (270, 100), (320, 100), 5)
    passthrough.color = pygame.color.THECOLORS["yellow"]
    passthrough.friction = 1.
    passthrough.collision_type = 2
    passthrough.layers = passthrough.layers ^ 0b1000
    space.add(passthrough)
    
    def passthrough_handler(space, arbiter):
        if arbiter.shapes[0].body.velocity.y < 0:
            return True
        else:
            return False
            
    space.add_collision_handler(1,2, begin=passthrough_handler)
    
    
    # player
    body = pymunk.Body(5, pymunk.inf)
    body.position = 100,100
    
    
    head = pymunk.Circle(body, 10, (0,5))
    head2 = pymunk.Circle(body, 10, (0,13))
    feet = pymunk.Circle(body, 10, (0,-5))

    head.layers = head2.layers = 0b1000
    feet.collision_type = 1
    feet.ignore_draw = head.ignore_draw = head2.ignore_draw = True
    
    space.add(body, head, feet,head2)
    direction = 1
    remaining_jumps = 2
    landing = {'p':Vec2d.zero(), 'n':0}
    frame_number = 0
    
    landed_previous = False
    
    while running:
        
        grounding = {
            'normal' : Vec2d.zero(),
            'penetration' : Vec2d.zero(),
            'impulse' : Vec2d.zero(),
            'position' : Vec2d.zero(),
            'body' : None
        }
        # find out if player is standing on ground
        
                
        def f(arbiter):
            n = -arbiter.contacts[0].normal
            if n.y > grounding['normal'].y:
                grounding['normal'] = n
                grounding['penetration'] = -arbiter.contacts[0].distance
                grounding['body'] = arbiter.shapes[1].body
                grounding['impulse'] = arbiter.total_impulse
                grounding['position'] = arbiter.contacts[0].position
        body.each_arbiter(f)
            
        well_grounded = False
        if grounding['body'] != None and abs(grounding['normal'].x/grounding['normal'].y) < feet.friction:
            well_grounded = True
            remaining_jumps = 2
    
        ground_velocity = Vec2d.zero()
        if well_grounded:
            ground_velocity = grounding['body'].velocity
    
        for event in pygame.event.get():
            if event.type == QUIT or \
                event.type == KEYDOWN and (event.key in [K_ESCAPE, K_q]):  
                running = False
            elif event.type == KEYDOWN and event.key == K_p:
                pygame.image.save(screen, "platformer.png")

            elif event.type == KEYDOWN and event.key == K_d:
                feet.ignore_draw = not feet.ignore_draw
                head.ignore_draw = not head.ignore_draw
                head2.ignore_draw = not head2.ignore_draw
                
            elif event.type == KEYDOWN and event.key == K_UP:
                if well_grounded or remaining_jumps > 0:                    
                    jump_v = math.sqrt(2.0 * JUMP_HEIGHT * abs(space.gravity.y))
                    body.velocity.y = ground_velocity.y + jump_v;
                    remaining_jumps -=1
            elif event.type == KEYUP and event.key == K_UP:                
                body.velocity.y = min(body.velocity.y, JUMP_CUTOFF_VELOCITY)
                
        # Target horizontal velocity of player
        target_vx = 0
        
        if body.velocity.x > .01:
            direction = 1
        elif body.velocity.x < -.01:
            direction = -1
        
        keys = pygame.key.get_pressed()
        if (keys[K_LEFT]):
            direction = -1
            target_vx -= PLAYER_VELOCITY
        if (keys[K_RIGHT]):
            direction = 1
            target_vx += PLAYER_VELOCITY
        if (keys[K_DOWN]):
            direction = -3
            
        feet.surface_velocity = target_vx,0

        
        if grounding['body'] != None:
            feet.friction = -PLAYER_GROUND_ACCEL/space.gravity.y
            head.friciton = HEAD_FRICTION
        else:
            feet.friction,head.friction = 0,0
        
        # Air control
        if grounding['body'] == None:
            body.velocity.x = cpflerpconst(body.velocity.x, target_vx + ground_velocity.x, PLAYER_AIR_ACCEL*dt)
        
        body.velocity.y = max(body.velocity.y, -FALL_VELOCITY) # clamp upwards as well?
        
        # Move the moving platform
        destination = platform_path[platform_path_index]
        current = Vec2d(platform_body.position)
        distance = current.get_distance(destination)
        if distance < PLATFORM_SPEED:
            platform_path_index += 1
            platform_path_index = platform_path_index % len(platform_path)
            t = 1
        else:
            t = PLATFORM_SPEED / distance
        new = current.interpolate_to(destination, t)
        platform_body.position = new
        platform_body.velocity = (new - current) / dt
        
        ### Clear screen
        screen.fill(pygame.color.THECOLORS["black"])
        
        ### Helper lines
        for y in [50,100,150,200,250,300]:
            color = pygame.color.THECOLORS['darkgrey']
            pygame.draw.line(screen, color, (10,y), (680,y), 1)
        
        ### Draw stuff
        draw(screen, space)
        
        if feet.ignore_draw:
            direction_offset = 48+(1*direction+1)/2 * 48
            if grounding['body'] != None and abs(target_vx) > 1:
                animation_offset = 32 * (frame_number / 8 % 4)
            elif grounding['body'] is None:
                animation_offset = 32*1
            else:
                animation_offset = 32*0
            position = body.position +(-16,28)
            screen.blit(img, to_pygame(position, screen), (animation_offset, direction_offset, 32, 48))

        # Did we land?
        if abs(grounding['impulse'].y) / body.mass > 200 and not landed_previous:
            sound.play()
            landing = {'p':grounding['position'],'n':5}
            landed_previous = True
        else:
            landed_previous = False
        if landing['n'] > 0:
            pygame.draw.circle(screen, pygame.color.THECOLORS['yellow'], to_pygame(landing['p'], screen), 5)
            landing['n'] -= 1
        
        # Info and flip screen
        screen.blit(font.render("fps: " + str(clock.get_fps()), 1, THECOLORS["white"]), (0,0))
        screen.blit(font.render("Move with Left/Right, jump with Up, press again to double jump", 1, THECOLORS["darkgrey"]), (5,height - 35))
        screen.blit(font.render("Press D to toggle sprite draw, ESC or Q to quit", 1, THECOLORS["darkgrey"]), (5,height - 20))
        
       
        pygame.display.flip()
        frame_number += 1
        ### Update physics
        
        space.step(dt)
        
        clock.tick(fps)
コード例 #9
0
def run_rotate():
    '''
    Runs the simulations and saves the JSON files with an arbitrary rotation
    about the center of the screen.
    '''
    def rotate(obj,theta=-20,origin=(500,300)):
        '''
        Rotates objects about a center
        '''
        # Translate w/r to visual origin (500,300)
        obj.body.position -= Vec2d(origin)
        # Radians to degrees
        theta = radians(theta)
        x, y = obj.body.position
        x_ = x*cos(theta) - y*sin(theta)
        y_ = y*cos(theta) + x*sin(theta)
        obj.body.position = [x_,y_]
        # Translate w/r to actual origin (0,0)
        obj.body.position += Vec2d(origin)

    video = False
    thetas = list(range(-19,-9))+list(range(10,19))
    for scene in scenarios.__experiment3__:
        theta = choice(thetas)
        sim = getattr(scenarios, scene)
        env = sim(True)
        env.run()
        # Gather position data
        pos = env.position_dict
        agent_positions = env.position_dict['agent']
        patient_positions = env.position_dict['patient']
        fireball_positions = env.position_dict['fireball']

        # Setup pygame and pymunk
        space = pymunk.Space()
        space.damping = 0.05
        screen = pygame.display.set_mode((1000,600))
        options = pymunk.pygame_util.DrawOptions(screen)
        clock = pygame.time.Clock()
        if video:
            save_screen = make_video(screen)
        # Setup empty agents
        agent = Agent(0,0,'blue',0,[])
        patient = Agent(0,0,'green',0,[])
        fireball = Agent(0,0,'red',0,[])
        # Add agent to space
        space.add(agent.body, agent.shape,
                  patient.body, patient.shape,
                  fireball.body, fireball.shape)
        pygame.init()
        running = True

        while running:
            # print(agent_positions[0])
            try:
                # Extract position data
                a_pos = agent_positions.pop(0)
                p_pos = patient_positions.pop(0)
                f_pos = fireball_positions.pop(0)
                # Set positions of objects
                agent.body.position = Vec2d(a_pos['x'],a_pos['y'])
                patient.body.position = Vec2d(p_pos['x'],p_pos['y'])
                fireball.body.position = Vec2d(f_pos['x'],f_pos['y'])
                # Rotate objects about the center
                rotate(agent,theta)
                rotate(patient,theta)
                rotate(fireball,theta)
                # Render space on screen (if requested)
                screen.fill((255,255,255))
                space.debug_draw(options)
                pygame.display.flip()
                clock.tick(60)
                space.step(1/60.0)
                if video:
                    next(save_screen)
            except Exception as e:
                running = False
        pygame.quit()
        pygame.display.quit()
        if video:
            vid_from_img("final_"+scene)
コード例 #10
0
	def jump(self):
		# jump if the object is properly grounded
		# set grounded to False
		if self.grounded:
			self.grounded = False
			self.body.apply_impulse_at_local_point(Vec2d(0, self.jump_impulse))
コード例 #11
0
ファイル: test_body.py プロジェクト: xh3n1/angry-birds-python
 def testConversion(self):
     b = p.Body(1, 1)
     b.position = 10, 20
     self.assertEqual(b.local_to_world((1, 1)), Vec2d(11, 21))
     self.assertEqual(b.world_to_local((1, 1)), Vec2d(-9, -19))
コード例 #12
0
 def genererSommetsRelatifsPymunk(self):
     yield Vec2d(-self.largeur / 2, -self.hauteur / 2)
     yield Vec2d(+self.largeur / 2, -self.hauteur / 2)
     yield Vec2d(+self.largeur / 2, +self.hauteur / 2)
     yield Vec2d(-self.largeur / 2, +self.hauteur / 2)
コード例 #13
0
 def __init__(self, p0, size=(20, 20), color=None):
     w, h = Vec2d(size) / 2
     vertices = [(-w, -h), (w, -h), (w, h), (-w, h)]
     super().__init__(p0, vertices, color)
コード例 #14
0
 def position(self, vec):
     self._position = Vec2d(*vec)
コード例 #15
0
ファイル: actor.py プロジェクト: isovector/smashball
    def update(self, delta):
        self.controller.update()

        self.isBusy = self.__currentAttack is not None

        if len(self.controller.events) > 0:
            inputEvent = self.controller.pop()
            if not self.isBusy and not self.helpless:
                self.onInput(inputEvent)

        if self.isBusy:
            try:
                 self.__currentAttack.next()
            except StopIteration:
                 self.__currentAttack = None

        self.onGround = False

        grounding = {
            'normal' : Vec2d.zero(),
            'penetration' : Vec2d.zero(),
            'impulse' : Vec2d.zero(),
            'position' : Vec2d.zero(),
            'body' : None,
        }

        def onHit(arbiter):
            n = -arbiter.contacts[0].normal
            if n.y > grounding['normal'].y:
                grounding['normal'] = n
                grounding['penetration'] = -arbiter.contacts[0].distance
                grounding['body'] = arbiter.shapes[1].body
                grounding['impulse'] = arbiter.total_impulse
                grounding['position'] = arbiter.contacts[0].position
        self.each_arbiter(onHit)

        if grounding['body'] != None and abs(grounding['normal'].x/grounding['normal'].y) < self.feet.friction:
            self.onGround = True
            self.helpless = False
            self.jumpsLeft = 1

        if self.moveStyle == MoveStyle.PHYSICS_DRIVEN:
            self.__groundVelocity = Vec2d.zero()
            if self.onGround:
                self.__groundVelocity = grounding['body'].velocity

            target_vx = 0

            if not self.isBusy:
                xdir = self.controller.xdir
                if xdir != 0:
                    if self.onGround:
                        self.direction = xdir
                    target_vx += PLAYER_VELOCITY * xdir

            self.feet.surface_velocity = target_vx,0

            if grounding['body'] != None:
                self.feet.friction = -PLAYER_GROUND_ACCEL/self.scene.space.gravity.y
                self.head.friciton = HEAD_FRICTION
            else:
                self.feet.friction, self.head.friction = 0,0

            # Air control
            if not self.isBusy:
                if grounding['body'] == None:
                    self.velocity.x = cpflerpconst(self.velocity.x, target_vx + self.__groundVelocity.x, PLAYER_AIR_ACCEL*delta)

            self.velocity.y = max(self.velocity.y, -FALL_VELOCITY)
コード例 #16
0
    def step(self, t_simulation, dt, action):

        dt_physics = dt / self.n_inner

        self.current_bumper_contact = False

        for i in range(self.n_inner):

            if action == 'right':
                self.crane_sway += self.sway_speed * dt_physics
            elif action == 'left':
                self.crane_sway -= self.sway_speed * dt_physics
            elif action == 'down':
                self.hoist_length += self.hoist_speed * dt_physics
            elif action == 'up':
                self.hoist_length -= self.hoist_speed * dt_physics
            elif action == 'hold':
                pass
            else:
                raise ValueError('Unknown action')

            t = t_simulation + i * dt_physics

            (crane_x, crane_y, barge_x, barge_y,
             barge_rotation) = self.get_external_movements(t)

            self.hook.position = Vec2d(crane_x + self.crane_sway,
                                       crane_y)  # motions are already scaled

            self.barge.position = (barge_x, barge_y)
            self.barge.angle = np.deg2rad(barge_rotation)

            c = self.hook.local_to_world(
                (0, 0)) - self.load.local_to_world(self.poi)

            actual_length = c.length
            dir = c.normalized()

            if actual_length <= self.hoist_length:
                t = 0
            else:
                t = self.EA * actual_length / self.hoist_length

            force = t * dir

            global_poi_position = self.load.local_to_world(self.poi)
            self.load.apply_force_at_world_point(force, global_poi_position)

            self.update_instant_geometry(global_poi_position)

            # Time-stepping and damping
            self.has_barge_contact = False
            self.has_bumper_contact = False

            self.space.step(dt_physics)

            # for the game to end we need a minimum period of continuous contact
            if self.has_barge_contact:
                # self.setdown_counter += 1
                # if self.setdown_counter > ((self.time_in_position_till_end / dt) * self.n_inner):
                # 	# print('Ready')
                # 	self.is_done = True
                # 	break
                self.is_done = True

            else:
                self.setdown_counter -= 1
                self.setdown_counter = max(self.setdown_counter,
                                           0)  # never less and 0
コード例 #17
0
ファイル: acar.py プロジェクト: kien-vu/gym
 def _move_dynamic(self):
     for obj in self.dynamic:
         speed = np.random.randint(20, 100)
         obj.body.angle -= np.random.randint(-1, 1)
         direction = Vec2d(1, 0).rotated(obj.body.angle)
         obj.body.velocity = speed * direction
コード例 #18
0
ファイル: acar.py プロジェクト: kien-vu/gym
    def _step(self, action):
        self.last_position = copy.copy(self.car.body.position)
        go = 0
        left = 0
        right = 0
        if action == 0:
            go = 1
        elif action == 1:
            left = 1
        elif action == 2:
            right = -1
        # elif action == 3:
        #     go = -1

        self.car.body.angle += .2 * (left + right)

        # Move dynamic objects
        if self.num_steps % 5 == 0:
            self._move_dynamic()

        driving_direction = Vec2d(1, 0).rotated(self.car.body.angle)
        self.car.body.velocity = int(100 * go) * driving_direction

        # Update the screen and stuff.
        self.space.step(1. / 10)

        self.screen.fill(THECOLORS["black"])
        draw(self.screen, self.space)
        if self.draw_screen:
            pygame.display.flip()
        self.clock.tick()

        # Get the current location and the readings there.
        x, y = self.car.body.position
        xt, yt = self.target.body.position

        readings = self._get_sonar_readings(x, y, self.car.body.angle)
        distance = np.sqrt((x - xt)**2 + (y - yt)**2) / 100.
        readings += [self._get_angle(), distance]
        state = np.array(readings)

        if self.crashed or self._out_of_bounds():
            if self.num_steps == 0:
                self.reset()
                return self.step(action)
            elif self._out_of_bounds():
                self.crashed = True

        self.num_steps += 1

        r = self.get_reward(action)

        if self.memory_steps > 0:
            self.full_state = shift(self.full_state,
                                    self.action_dim + self.observation_dim)
            self.full_state[self.observation_dim:self.observation_dim+self.action_dim] = \
                bin_from_int(self.old_action, self.action_dim)
            self.full_state[:self.observation_dim] = state
            state = self.full_state
        else:
            self.full_state = state

        self.old_action = action

        return state, r, self.crashed, {}
コード例 #19
0
    def run(self):
        pygame.init()

        count = 0
        last_time = time.time()
        last_molecule_time = time.time()
        done = False
        while not done:
            self.screen.fill((0, 0, 0))
            current_time = time.time()
            elapsed_time = current_time - last_time
            last_time = current_time
            self.space.step(elapsed_time)

            curr_molecule_time = time.time()
            elapsed_molecule_time = curr_molecule_time - last_molecule_time
            if elapsed_molecule_time > 2:

                init_molecule_pos = Vec2d(
                    random.uniform(-2000, 2000), random.uniform(-2000, 2000)
                )
                new_molecule = FoodMolecule(init_position=init_molecule_pos)
                self.molecules.append(new_molecule)
                self.space.add(new_molecule.shape.body, new_molecule.shape)
                last_molecule_time = time.time()

            for molecule in self.molecules:
                draw_pymunk_circle(
                    molecule.shape,
                    self.screen,
                    scale=self.camera_zoom,
                    camera_position=self.camera_position,
                )

            for cell in self.cells:
                cell.move()

            for cell in self.cells:
                draw_pymunk_circle(
                    cell.shape,
                    self.screen,
                    scale=self.camera_zoom,
                    camera_position=self.camera_position,
                )

            for cell in self.cells:
                for mitochondrion in cell.mitochondria:
                    for snake_part in mitochondrion.snake:
                        draw_pymunk_poly(
                            snake_part,
                            self.screen,
                            relative_to=cell.shape.body.position,
                            scale=self.camera_zoom,
                            camera_position=self.camera_position,
                        )
                for ATP in cell.ATP:
                    draw_pymunk_circle(
                        ATP.shape,
                        self.screen,
                        relative_to=cell.shape.body.position,
                        scale=self.camera_zoom,
                        camera_position=self.camera_position,
                    )
                for food_molecule in cell.molecules:
                    draw_pymunk_circle(
                        food_molecule.shape,
                        self.screen,
                        relative_to=cell.shape.body.position,
                        scale=self.camera_zoom,
                        camera_position=self.camera_position,
                    )

                draw_pymunk_circle(
                    cell.nucleus.shape,
                    self.screen,
                    relative_to=cell.shape.body.position,
                    scale=self.camera_zoom,
                    camera_position=self.camera_position,
                )

            for cell in self.cells:
                cell.time_step()
            for cell in self.cells:
                new_cell = cell.split_check()
                if new_cell != None:
                    self.cells.append(new_cell)
                    self.space.add(new_cell.shape.body, new_cell.shape)

            keystate = pygame.key.get_pressed()
            if keystate[pygame.K_LEFT]:
                self.camera_position.x += 1 * (self.camera_zoom ** 10 + 1)
            if keystate[pygame.K_RIGHT]:
                self.camera_position.x -= 1 * (self.camera_zoom ** 10 + 1)
            if keystate[pygame.K_UP]:
                self.camera_position.y -= 1 * (self.camera_zoom ** 10 + 1)
            if keystate[pygame.K_DOWN]:
                self.camera_position.y += 1 * (self.camera_zoom ** 10 + 1)

            if keystate[pygame.K_a]:
                print("key pressed")
            if keystate[pygame.K_d]:
                print("key pressed")
            if keystate[pygame.K_w]:
                print("key pressed")
            if keystate[pygame.K_s]:
                print("key pressed")

            if keystate[pygame.K_z]:
                print("z key pressed")
                self.camera_zoom += 0.01
            if keystate[pygame.K_x]:
                print("x key pressed")
                self.camera_zoom -= 0.01

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    done = True
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_SPACE:
                        cell = Cell(self)
                        self.space.add(cell.shape.body, cell.shape)
                        self.cells.append(cell)
                        print("Space pressed")

            pygame.display.flip()
コード例 #20
0
            Text.font = pygame.font.Font(None, 24)
        self.render()
        App.current.objects.append(self)

    def render(self):
        self.img = self.font.render(self.text, True, BLACK)

    def draw(self):
        screen = pygame.display.get_surface()
        screen.blit(self.img, self.pos)


if __name__ == '__main__':
    app = App()

    p0 = Vec2d(200, 120)
    v = Vec2d(100, 0)

    Space('Cercle', gravity=(0, 0))
    Circle(p0)
    Circle(p0 + v, 20)
    Circle(p0 + 2 * v, 50, RED)

    Space('Segment', gravity=(0, 0))
    Segment(p0, v)
    Segment(p0 + (50, 50), 2 * v, 5, RED)

    Space('Poly', gravity=(0, 0))
    triangle = [(-30, -30), (30, -30), (0, 30)]
    Poly(p0, triangle)
    square = [(-30, -30), (30, -30), (30, 30), (-30, 30)]
コード例 #21
0
def vector(angle):
    return Vec2d(math.cos(angle),math.sin(angle))
コード例 #22
0
 def velocity(self, vec):
     self._velocity = Vec2d(*vec)
コード例 #23
0
 def get_top_left(self):
     return Vec2d(-self.get_width() / 2, -self.get_height() / 2) + self.pos
コード例 #24
0
 def __init__(self, *args, **kwargs):
     super().__init__(*args, **kwargs)
     self._velocity = Vec2d(0, 0)
     self._position = Vec2d(self.center_x, self.center_y)
コード例 #25
0
 def get_bottom_left(self):
     return Vec2d(-self.get_width() / 2, self.get_height() / 2) + self.pos
コード例 #26
0
    def update(self, information):
        self.info_robot_pose = None
        self.info_destination_geom = None
        self.info_spatial_map = None
        self.info_stuck = None
        for info in information:
            if info.type == 'robot_pose':
                self.info_robot_pose = info
                info.read = True
            elif info.type == 'destination_geom':
                self.info_destination_geom = info
                info.read = True
            elif info.type == 'spatial_map':
                self.info_spatial_map = info
                info.read = True
            elif info.type == 'stuck':
                self.info_stuck = info
                info.read = True

        if self.info_robot_pose is None or self.info_destination_geom is None or self.info_spatial_map is None:
            self.valid = False
        else:
            self.valid = True

        if not self.valid:
            return []

        self.setTarget(self.info_destination_geom.point)

        if self.spatial_map_id != self.info_spatial_map.spatial_map_id:
            map_updated = True
            self.spatial_map_id = copy.copy(
                self.info_spatial_map.spatial_map_id)
        else:
            map_updated = False

        #print self.updated_target
        if self.updated_target or map_updated:
            self.dist, self.prev = self.dijkstra(self.target_idx)
            self.path = self.findShortestPath(self.info_robot_pose.position)
            self.updated_target = False
            self.ignored_nodes = set()
            print "BehaviorSpatialPathPlanner: new path (target changed)"

        if not self.info_stuck is None:
            print "BehaviorSpatialPathPlanner: new path (stuck)"
            # we need to choose another path
            # cut the graph at current position
            current_s_idx = self.info_spatial_map.tri.find_simplex(
                np.asarray([self.info_robot_pose.position]))[0]
            #print "path", self.path
            #print "current_s_idx", current_s_idx
            next_s_idx = None
            for p_idx in range(len(self.path) - 1):
                if self.path[p_idx] == current_s_idx:
                    next_s_idx = self.path[p_idx + 1]
                    break
            #print "next_s_idx", next_s_idx
            if not next_s_idx is None:
                self.ignored_nodes.add(next_s_idx)
                self.dist, self.prev = self.dijkstra(self.target_idx)
                self.path = self.findShortestPath(
                    self.info_robot_pose.position)
            #print "new path", self.path

        info_path = InformationPathGeom(self.path)
        info_path.prev = self.prev
        info_path.autoremove = True
        info_path.meancenters = self.info_spatial_map.meancenters
        info_path.circumcenters = self.info_spatial_map.circumcenters
        info_path.tri = self.info_spatial_map.tri

        self.debug_info = []
        for p_idx in range(len(self.path)):
            s_idx = self.path[p_idx]
            s = self.info_spatial_map.tri.simplices[s_idx, :]
            p1 = array2Vec2d(self.info_spatial_map.tri.points[s[0], :])
            p2 = array2Vec2d(self.info_spatial_map.tri.points[s[1], :])
            p3 = array2Vec2d(self.info_spatial_map.tri.points[s[2], :])

            self.debug_info.append(("line", "blue", p1, p2))
            self.debug_info.append(("line", "blue", p2, p3))
            self.debug_info.append(("line", "blue", p3, p1))

        p4 = self.info_destination_geom.point
        self.debug_info.append(("circle", "blue", p4, 20))

        if not self.info_destination_geom.angle is None:
            p5 = p4 + Vec2d(25.0, 0).rotated(self.info_destination_geom.angle)
            self.debug_info.append(("vector", "blue", p4, p5))

        return [info_path]
コード例 #27
0
 def get_top_right_target(self):
     return Vec2d(self.get_width() / 2,
                  -self.get_height() / 2) + self.target
コード例 #28
0
 def avoirCentreRelatif(self):
     return Vec2d(self.largeur / 2, self.hauteur / 2)
コード例 #29
0
 def get_bottom_right_target(self):
     return Vec2d(self.get_width() / 2, self.get_height() / 2) + self.target
コード例 #30
0
 def setup(self):
     x = SCREEN_WIDTH // 2
     y = SCREEN_HEIGHT // 2
     self.player.position += Vec2d(x, y)
     self.ghost.position += Vec2d(x, y)
コード例 #31
0
 def rePos(self, newX, newY):
     #self.pos = Vec2d(newX - int(self.get_width()/2), newY - int(self.get_height()/2))
     self.pos = Vec2d(newX, newY)
コード例 #32
0
	def drop_down(self):
		self.body.pass_through = True
		if self.grounded:
			self.grounded = False
			self.body.apply_impulse_at_local_point(Vec2d(0, self.jump_impulse/2))
コード例 #33
0
 def move(self, newX, newY, mvmtTime):
     self.target = Vec2d(newX, newY)
     self.mvmtTime = mvmtTime
コード例 #34
0
    def __init__(self, config, scale=1, swing=None, lean=0):
        # In the json file, the format for limbs is --> "limb": [angle, length, mass].
        # The head has format --> "head": [radius, mass]
        self.theta = swing.theta - 90 - lean
        self.config = config
        self.maxLegAngles = [0, np.pi/2]
        
        foot_index = 0
        hand_index = 1
        print(swing.segmentArray[foot_index].position)
        #Generate foot and ankle
        #self.anklePosition = config["anklePosition"]
        self.anklePosition = swing.positionArray[foot_index+1]
        
        #Generate lower leg and knee
        self.lowerLegVector = self.dirVec("lowerLeg", scale)
        self.lowerLeg = Segment(self.anklePosition, self.lowerLegVector, self.limbMass("lowerLeg"))
        self.kneePosition = self.vectorSum(self.anklePosition, self.lowerLegVector)
        self.lowerLegMotor = pymunk.SimpleMotor(b0, self.lowerLeg.body, 0)
        space.add(self.lowerLegMotor)
        
        #Generate upper leg
        self.upperLegVector = self.dirVec("upperLeg", scale)
        self.upperLeg = Segment(self.kneePosition, self.upperLegVector, self.limbMass("upperLeg"))
        self.knee = PivotJoint(self.lowerLeg.body, self.upperLeg.body, self.lowerLegVector)
        """
        self.upperLegMotor = pymunk.SimpleMotor(b0, self.upperLeg.body, 0)
        space.add(self.upperLegMotor)
        """
        #Generate pelvis and torso
        self.pelvisPosition = self.vectorSum(self.kneePosition, self.upperLegVector)
        self.torsoVector = self.dirVec("torso", scale)
        self.torso = Segment(self.pelvisPosition, self.torsoVector, self.limbMass("torso"))
        self.pelvis = PivotJoint(self.upperLeg.body, self.torso.body, self.upperLegVector)
        self.torsoMotor = pymunk.SimpleMotor(b0, self.torso.body, 0)
        space.add(self.torsoMotor)
        
        #Generate shoulder and upper arm
        self.shoulderPosition = self.vectorSum(self.pelvisPosition, self.torsoVector)
        self.upperArmVector = self.dirVec("upperArm", scale)
        self.upperArm = Segment(self.shoulderPosition, self.upperArmVector, self.limbMass("upperArm"))
        self.shoulder = PivotJoint(self.torso.body, self.upperArm.body, self.torsoVector)
        
        #Generate elbow and lower arm
        self.elbowPosition = self.vectorSum(self.shoulderPosition, self.upperArmVector)
        self.lowerArmVector = self.dirVec("lowerArm", scale)
        self.lowerArm = Segment(self.elbowPosition, self.lowerArmVector, self.limbMass("lowerArm"))
        self.elbow = PivotJoint(self.upperArm.body, self.lowerArm.body, self.upperArmVector)
        
        #Generate head
        headRadius = config["head"][0]
        headPosition = self.shoulderPosition + (headRadius * Vec2d(np.sin(theta * np.pi/180), -np.cos(theta * np.pi/180)))
        self.head = Circle(headPosition, headRadius)
        self.headJoint = PivotJoint(self.torso.body, self.head.body, self.torsoVector + (headRadius * Vec2d(np.sin(theta * np.pi/180), -np.cos(theta * np.pi/180))))

        self.headPosition = self.shoulderPosition + (headRadius * Vec2d(np.sin(theta * np.pi/180), -np.cos(theta * np.pi/180)))
        self.head = Circle(self.headPosition, headRadius)
        self.headJoint = PivotJoint(self.torso.body, self.head.body, self.torsoVector + (headRadius * Vec2d(np.sin(theta * np.pi/180), -np.cos(theta * np.pi/180))))

        #Attack stick figure to swing
        """
        self.holdHand = PinJoint(self.lowerArm.body, swing.getJointByNumber(hand_index), self.lowerArmVector)
        self.holdFoot = PinJoint(self.lowerLeg.body, swing.getJointByNumber(foot_index), (0, 0))
        """
        v = [-100, -200]
        self.holdFoot = PinJoint(self.lowerLeg.body, swing.segmentArray[foot_index])
        
        self.upKey = 0
        self.downKey = 0
コード例 #35
0
def main():
    # initialize the environment
    pm.pygame_util.positive_y_is_up = False

    pygame.init()
    screen = pygame.display.set_mode((1600, 960))
    clock = pygame.time.Clock()

    space = pm.Space()
    space.gravity = (0.0, 0.0)
    # draw_options = pm.pygame_util.DrawOptions(screen)

    fps = 144

    static = [
        pm.Segment(space.static_body, (0, 0), (0, 960), 5),
        pm.Segment(space.static_body, (0, 960), (1600, 960), 5),
        pm.Segment(space.static_body, (1600, 960), (1600, 0), 5),
        pm.Segment(space.static_body, (0, 0), (1600, 0), 5),
    ]

    for s in static:
        s.collision_type = 0
    space.add(static)

    mouse_joint = None
    mouse_body = pm.Body(body_type=pm.Body.KINEMATIC)

    # Draw daylight map in to space
    # Test code start##########Enable this to test in Pycharm################
    f = open(
        'D:/Delft Courses/Graduation/PythonProject/daylighthour_layout_pathfinding/4_5_info_exchange.txt',
        mode='r',
        encoding='utf-8')
    daylighthours = []
    for line in f:
        line = line.strip()
        daylighthours.append(int(line))

    map_height = 96
    map_width = 160
    # Test code end########################################################

    sdmap = site_daylight_map(daylighthours, map_height)
    pixel_list = draw_map(space, sdmap, map_width, map_height)

    # rooms_shape_list, spring_list = room_placement(screen, space, G, order)
    rooms_shape_list, rooms_body_list, connection_list = room_placement_dlh(
        screen, space, G, phase_index, rooms_shape_list_pos, body_type_list,
        order)
    spring_list = []

    while True:
        pause = False
        for event in pygame.event.get():
            if event.type == KEYUP:
                if event.key == K_p:
                    pause = True
            if event.type == QUIT:
                exit()
            elif event.type == KEYDOWN and event.key == K_ESCAPE:
                exit()
            elif event.type == MOUSEBUTTONDOWN:
                if mouse_joint != None:
                    space.remove(mouse_joint)
                    mouse_joint = None

                p = Vec2d(event.pos)
                hit = space.point_query_nearest(p, 5, pm.ShapeFilter())
                if hit != None and hit.shape.body.body_type == pm.Body.DYNAMIC:
                    shape = hit.shape
                    # Use the closest point on the surface if the click is outside
                    # of the shape.
                    if hit.distance > 0:
                        nearest = hit.point
                    else:
                        nearest = p
                    mouse_joint = pm.PivotJoint(
                        mouse_body, shape.body, (0, 0),
                        shape.body.world_to_local(nearest))
                    mouse_joint.max_force = 50000000
                    mouse_joint.error_bias = (1 - 0.15)**60
                    space.add(mouse_joint)

            elif event.type == MOUSEBUTTONUP:
                if mouse_joint != None:
                    space.remove(mouse_joint)
                    mouse_joint = None

        while pause == True:
            for event in pygame.event.get():
                if event.type == KEYUP:
                    if event.key == K_p:
                        pause = False
                if event.type == QUIT:
                    exit()
                elif event.type == KEYDOWN and event.key == K_ESCAPE:
                    exit()
                elif event.type == KEYDOWN and event.key == K_c:
                    spring_list = connect_rooms(space, G, rooms_body_list,
                                                order, phase_index)

                elif event.type == KEYDOWN and event.key == K_g:  # 判断按下g
                    rooms_shape_list_pos_out = []
                    body_type_list_out = []
                    room_info_lst = []
                    order_generate = []

                    for shape in rooms_shape_list:
                        i = rooms_shape_list.index(shape)
                        room = order[i]
                        v = shape.body.position
                        vx = int(v.x)
                        vy = int(v.y)
                        body_type = shape.body.body_type
                        shape_pos = (vx, vy)

                        room_info = (room, shape_pos, body_type, i, vy)
                        room_info_lst.append(room_info)

                    order_info_lst = sorted(room_info_lst,
                                            key=lambda x: (-x[4], x[3]))

                    for i in range(len(order_info_lst)):
                        room_node = order_info_lst[i][0]
                        shape_pos_order = order_info_lst[i][1]
                        body_type_order = order_info_lst[i][2]
                        order_generate.append(room_node)
                        rooms_shape_list_pos_out.append(shape_pos_order)
                        body_type_list_out.append(body_type_order)

                    f = open(
                        'D:/Delft Courses/Graduation/PythonProject/daylighthour_layout_pathfinding/4_5_info_exchange.txt',
                        mode='w',
                        encoding='utf-8')
                    f.write(f'{phase_index}')
                    f.write('\n')
                    f.write(f'{rooms_shape_list_pos_out}')
                    f.write('\n')
                    f.write(f'{body_type_list_out}')
                    f.write('\n')
                    f.write(f'{order_generate}')
                    f.write('\n')
                    f.write(f'{rooms}')
                    f.write('\n')
                    f.write(f'{sizes}')
                    f.write('\n')
                    f.write(f'{lights}')
                    f.write('\n')
                    f.write(f'{door_direction}')
                    f.write('\n')
                    f.write(f'{circulations}')
                    f.write('\n')
                    f.write(f'{cir_Weight}')

        for shape in rooms_shape_list:
            i = rooms_shape_list.index(shape)
            v = shape.body.position
            x = order[i]
            name = G.nodes[x]['room']
            print(f'{name} pos = ', v)

        screen.fill(pygame.color.THECOLORS["white"])

        draw_map_pg(screen, pixel_list)
        draw_room(screen, G, rooms_shape_list, connection_list)
        draw_helptext(screen)

        mouse_pos = pygame.mouse.get_pos()

        mouse_body.position = mouse_pos

        space.step(1. / fps)

        # space.debug_draw(draw_options)
        pygame.display.flip()

        clock.tick(fps)
        pygame.display.set_caption("fps: " + str(clock.get_fps()))
コード例 #36
0
ファイル: main.py プロジェクト: mcgillij/pymunk_pyglet
    def movement(self):
        grounding = {
            'normal' : Vec2d.zero(),
            'penetration' : Vec2d.zero(),
            'impulse' : Vec2d.zero(),
            'position' : Vec2d.zero(),
            'body' : None
        }
        # find out if player is standing on ground
        def f(arbiter):
            n = -arbiter.contacts[0].normal
            if n.y > grounding['normal'].y:
                grounding['normal'] = n
                grounding['penetration'] = -arbiter.contacts[0].distance
                grounding['body'] = arbiter.shapes[1].body
                grounding['impulse'] = arbiter.total_impulse
                grounding['position'] = arbiter.contacts[0].position
        self.body.each_arbiter(f)
        self.well_grounded = False
        if grounding['body'] != None and abs(grounding['normal'].x/grounding['normal'].y) < self.feet.friction:
            self.well_grounded = True
            self.remaining_jumps = 2
    
        self.ground_velocity = Vec2d.zero()
        if self.well_grounded:
            self.ground_velocity = grounding['body'].velocity
            
        self.target_vx = 0
        if self.body.velocity.x > .01:
            self.direction = 1
        elif self.body.velocity.x < -.01:
            self.direction = -1
        if self.kb_handler[pyglet.window.key.LEFT]:
            self.direction = -1
            self.target_vx -= PLAYER_VELOCITY
        if self.kb_handler[pyglet.window.key.RIGHT]:
            self.direction = 1
            self.target_vx += PLAYER_VELOCITY
        if self.kb_handler[pyglet.window.key.DOWN]:
            self.direction = -3    
        self.feet.surface_velocity = self.target_vx, 0

        if grounding['body'] != None:
            self.feet.friction = -PLAYER_GROUND_ACCEL/self.space.gravity.y #IGNORE:E1101
            self.head.friciton = HEAD_FRICTION
        else:
            self.feet.friction, self.head.friction = 0, 0
        # Air control
        if grounding['body'] == None:
            self.body.velocity.x = cpflerpconst(self.body.velocity.x, self.target_vx + self.ground_velocity.x, PLAYER_AIR_ACCEL * DT)
        self.body.velocity.y = max(self.body.velocity.y, -FALL_VELOCITY) # clamp upwards as well?
        
        # Move the moving platform
        destination = self.space.platform_path[self.space.platform_path_index]
        current = Vec2d(self.space.platform_body.position)
        distance = current.get_distance(destination)
        if distance < PLATFORM_SPEED:
            self.space.platform_path_index += 1
            self.space.platform_path_index = self.space.platform_path_index % len(self.space.platform_path)
            t = 1
        else:
            t = PLATFORM_SPEED / distance
        new = current.interpolate_to(destination, t)
        self.space.platform_body.position = new
        self.space.platform_body.velocity = (new - current) / DT
            
        # Did we land?
        if abs(grounding['impulse'].y) / self.body.mass > 200 and not self.landed_previous:
            #sound.play()
            self.landing = {'p':grounding['position'],'n':5}
            self.landed_previous = True
        else:
            self.landed_previous = False
        if self.landing['n'] > 0:
            #pygame.draw.circle(screen, pygame.color.THECOLORS['yellow'], to_pygame(landing['p'], screen), 5)
            self.landing['n'] -= 1
コード例 #37
0
def zoom(position, scale, screen):
    total_pix = screen.get_height() + screen.get_width()
    height_frac = total_pix / screen.get_height()
    width_frac = total_pix / screen.get_width()
    return Vec2d(position.x * (1 + scale), position.y * (1 + scale))
コード例 #38
0
ファイル: spiderweb.py プロジェクト: happy-fish/pymunk
web_group = 1
bs = []
dist = .3

cb = pymunk.Body(1,1)
cb.position = c
s = pymunk.Circle(cb, 15) # to have something to grab
s.filter = pymunk.ShapeFilter(group = web_group)
s.ignore_draw = True
space.add(cb, s)


#generate each crossing in the net
for x in range(0,101):
    b = pymunk.Body(1, 1)
    v = Vec2d.unit()
    v.angle_degrees = x*18
    scale = window.height / 2. / 6. * .5
    
    dist += 1/18. 
    dist = dist ** 1.005
    
    offset = 0
    offset = [0.0, -0.80, -1.0, -0.80][((x*18) % 360)/18 % 4]
    offset = .8 + offset
    
    offset *= dist**2.8 / 100.
    
    #print "offset", offset
    
    v.length = scale * (dist + offset) 
コード例 #39
0
ファイル: carmunk.py プロジェクト: zhaofei1993/rl-rc-car
 def move_cat(self):
     speed = random.randint(50, 120)
     self.cat_body.angle -= random.randint(-1, 1)
     direction = Vec2d(1, 0).rotated(self.cat_body.angle)
     self.cat_body.velocity = speed * direction