コード例 #1
0
ファイル: bouncing_ball.py プロジェクト: slode/triton
def main():
    regs = Registry()

    for i in range(15):
        sphere = Sphere(mass=1.0,
                        radius=4.0,
                        pos=Vector2d(random.random() * 100.0,
                                     random.random() * 100.0),
                        vel=Vector2d(20.0, 0.0),
                        damping=0.0,
                        elasticity=0.97)
        regs.add_entity(RigidBody(sphere), Drawable(), Movable())

    for e1, [r1] in regs.get_components(RigidBody):
        for e2, [r2] in regs.get_components(RigidBody):
            if e1 == e2:
                continue
            regs.add_entity(
                Link(
                    SpringDamperLink(r1.sphere,
                                     r2.sphere,
                                     damping=0.1,
                                     spring=1.0,
                                     length=100.0)), Drawable())

    regs.add_system(InputSystem())
    regs.add_system(GravitationalSystem())
    regs.add_system(ScreenBounceSystem())
    regs.add_system(SimulationSystem())
    regs.add_system(RenderSystem())
    regs.add_system(GameLoopSystem())

    while True:
        regs.process()
コード例 #2
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ファイル: missile_barrage.py プロジェクト: slode/triton
 def __init__(self):
     super(Ball, self).__init__(radius=3,
                                mass=1.0,
                                pos=Vector2d(425.0, 425.0),
                                vel=Vector2d(0.0, -10.0),
                                damping=0.00,
                                elasticity=0.97)
コード例 #3
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    def startup(self, persistent):
        self.persist = persistent
        self.persist['success'] = False
        self.persist['score'] = 0
        self.entities = []
        self.started = False
        self.paused = False
        self.starfield = Starfield(self.screen_rect)
        self.show_cursor = False
        self.time = 0.0

        # Load level
        for line in open(self.persist['level']).readlines():
            mass, size, pos, vel, mutable, color = line.split(":")
            pos = pos.split(",")
            vel = vel.split(",")
            mutable = mutable.startswith('1')

            entity = Planet(
                float(size),
                mass=float(mass),
                pos=Vector2d(float(pos[0]), float(pos[1])),
                vel=Vector2d(float(vel[0]), float(vel[1])),
                elasticity=0.97,
            )
            entity.mutable = mutable
            c = map(int, color.split(","))
            entity.color = pg.Color(*c)
            self.entities.append(entity)
コード例 #4
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    def __init__(self,
                 world=None,
                 mass=10.0,
                 inertia=10.0,
                 damping=0.0,
                 elasticity=0.8,
                 vel=Vector2d(0, 0),
                 pos=Vector2d(0, 0),
                 theta=0,
                 dtheta=0):

        self._world = world
        self._mass = mass
        self._inertia = inertia
        self._damping = damping
        self._elasticity = elasticity

        self._state = Vector(
            0,  # dx
            0,  # dy
            0,  # dtheta
            0,  # x
            0,  # y
            0,  # theta
        )
        self.pos = pos
        self.vel = vel
        self.dtheta = dtheta
        self.theta = theta
        self._applied_force = Vector2d(0, 0)
        self._applied_torque = 0

        self._gravity = Vector(0, 0, 0)
コード例 #5
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ファイル: geometry.py プロジェクト: slode/triton
        def test_min_dist_point_line(self):
            point = Vector2d(0.0, 1.0)
            line1 = Vector2d(1.0, 0.0)
            line2 = Vector2d(1.0, 2.0)

            (cp, u) = min_distance_point_line(point, line1, line2)
            self.assertEqual(u, 0.5)
            self.assertEqual(cp, Vector2d(1.0, 1.0))
コード例 #6
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 def test_multiplication(self):
     a = Vector2d(3,1)
     b = Vector2d(1,2)
     c = a * b
     self.assertEqual(c, [3,2])
     a *= b
     self.assertEqual(a,c)
     d = -1 * a
     self.assertEqual(d, [-1 * a.x, -1 * a.y])
コード例 #7
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ファイル: geometry.py プロジェクト: slode/triton
        def test_intersect_circle_line(self):
            circle_center = Vector2d(25.0, 0.0)
            circle_radius = 10.0
            line_start = Vector2d(0.0, 0.0)
            line_end = Vector2d(50.0, 0.0)
            xsect = intersect_circle_line(circle_center, circle_radius,
                                          line_start, line_end)

            self.assertTrue(xsect)
コード例 #8
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 def test_subtraction(self):
     a = Vector2d(3,0)
     b = Vector2d(0,2)
     c = a - b
     self.assertEqual(c, [3,-2])
     a -= b
     self.assertEqual(a,c)
     d = 1 - a
     self.assertEqual(d, [1 - a.x, 1 - a.y])
コード例 #9
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 def test_addition(self):
     a = Vector2d(3,0)
     b = Vector2d(0,2)
     c = a + b
     self.assertEqual(c, [3,2])
     a += b
     self.assertEqual(a,c)
     d = 1 + a
     self.assertEqual(d, [a.x+1, a.y+1])
コード例 #10
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 def test_division(self):
     a = Vector2d(3.0,1.0)
     b = Vector2d(1.0,2.0)
     c = a / b
     self.assertEqual(c, [3, 0.5])
     a /= b
     self.assertEqual(a,c)
     d = 1 / a
     self.assertEqual(d, [1 / a.x, 1 / a.y])
コード例 #11
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 def calc_wall_force(ship):
     wall_force = 50
     distance = 30
     if ship.x < distance:
         ship.apply_force_to_com(Vector2d(wall_force, 0.0))
     elif ship.x > (screen_mode.x - distance):
         ship.apply_force_to_com(Vector2d(-wall_force, 0.0))
     if ship.y < distance:
         ship.apply_force_to_com(Vector2d(0.0, wall_force))
     elif ship.y > (screen_mode.y - distance):
         ship.apply_force_to_com(Vector2d(.0, -wall_force))
コード例 #12
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    def test_cross(self):
        a = Vector3d(-0, 10, 0)
        b = Vector3d(10, 0, 0)
        c = b.cross(a)
        self.assertEqual(c, [0, 0, 100])
        d = a.cross(b)
        self.assertEqual(d, [0, 0, -100])

        a = Vector2d(-0, 10)
        b = Vector2d(10, 0)
        c = b.cross(a)
        self.assertEqual(c, 100)
コード例 #13
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ファイル: geometry.py プロジェクト: slode/triton
        def test_intersection_line_line_parallel(self):
            line11 = Vector2d(0.0, 0.0)
            line12 = Vector2d(0.0, 4.0)

            line21 = Vector2d(0.0, 0.0)
            line22 = Vector2d(0.0, 4.0)

            (cp, u1, u2) = intersection_line_line(line11, line12, line21,
                                                  line22)
            self.assertEqual(cp, Vector2d(0.0, 0.0))
            self.assertEqual(u1, 0.0)
            self.assertEqual(u2, 0.0)
コード例 #14
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    def tick(self, _):
        for er, (r, m) in self.registry.get_components(RigidBody, Movable):
            if r.sphere.y > 650:
                counter_force = Vector2d(0.0, 100 * (650 - r.sphere.y))
                r.sphere.apply_force_to_com(counter_force)

            if r.sphere.x < 10:
                counter_force = Vector2d(100.0 * (10.0 - r.sphere.x), 0.0)
                r.sphere.apply_force_to_com(counter_force)
            elif r.sphere.x > 790:
                counter_force = Vector2d(100.0 * (790 - r.sphere.x), 0.0)
                r.sphere.apply_force_to_com(counter_force)
コード例 #15
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 def do_flock(this_ship, ships):
     if not ships:
         return
     avg_vel = Vector2d(0.0, 0.0)
     avg_pos = Vector2d(0.0, 0.0)
     for ship in ships:
         avg_vel += ship.vel
         avg_pos += ship.pos
     l = len(ships)
     avg_vel /= l
     avg_pos /= l
     this_ship.apply_force_to_com(avg_vel)
     this_ship.apply_force_to_com(avg_pos - this_ship.pos)
コード例 #16
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    def test_angle(self):
        a = Vector2d(4,4)
        b = Vector2d(4,-4)
        c = b.angle_diff(a)
        self.assertAlmostEqual(c, math.pi/2)
        d = b.angle_diff(b)
        self.assertAlmostEqual(d, 0)
        e = Vector2d(-4, -4)
        f = e.angle_diff(a)
        self.assertAlmostEqual(f, math.pi)
        g = a.angle_diff(e)
        self.assertAlmostEqual(g, -math.pi)

        h = a.angle()
        self.assertAlmostEqual(h, math.pi/4)
コード例 #17
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    def tick(self, _):

        for er, (r, m,
                 p) in self.registry.get_components(RigidBody, Movable,
                                                    Seeking):
            if p.target is None:
                continue
            (rt, ) = self.registry.get_entity(p.target, RigidBody)
            m.force += pursuit(r.sphere.pos, r.sphere.vel, rt.sphere.pos,
                               rt.sphere.vel)

        for er, (r, m,
                 e) in self.registry.get_components(RigidBody, Movable,
                                                    Evading):
            if e.target is None:
                continue
            (rt, ) = self.registry.get_entity(e.target, RigidBody)
            m.force += evade_within(r.sphere.pos, r.sphere.vel, rt.sphere.pos,
                                    rt.sphere.vel, 50.0)

        for er, (r, m,
                 w) in self.registry.get_components(RigidBody, Movable,
                                                    Wandering):
            m.force += wander(r.sphere.pos, r.sphere.vel, w.displacement,
                              w.dist)

        e, [c] = next(self.registry.get_components(Centroid))
        for er, (r, m) in self.registry.get_components(RigidBody, Movable):
            m.force += arrive(r.sphere.pos, r.sphere.vel, c.center, 50.0)

        for er, (r, m) in self.registry.get_components(RigidBody, Movable):
            m.force = truncate(m.force, m.max_force)
            r.sphere.apply_force_to_com(m.force / r.sphere.mass)
            m.force = Vector2d(0.0, 0.0)
コード例 #18
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ファイル: gato.py プロジェクト: slode/triton
    def apply_torque(screen, sphere1, sphere2, link, dt):
        target = Vector2d(10.0, -10.0)
        link_vector = sphere2.pos - sphere1.pos
        vec = link_vector.perp().normalize()
        deviation = target.angle_diff(link_vector)

        Kc = 80.0
        # P
        force = Kc * 2.9 * deviation

        # I
        if hasattr(sphere2, "sum_deviation"):
            sphere2.sum_deviation += deviation * dt
            iforce = sphere2.sum_deviation * 0.1 * Kc
            force += iforce
        else:
            sphere2.sum_deviation = 0.0

        # D
        if hasattr(sphere2, "prev_deviation"):
            dforce = (sphere2.prev_deviation - deviation) / dt
            force += dforce * -8.4 * Kc

        sphere2.prev_deviation = deviation

        sphere2.apply_force_to_com(vec * -1.0 * force)
コード例 #19
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def main():
    regs = Registry()

    for i in range(30):
        m = float(random.randrange(10, 30))
        sphere = Sphere(mass=m,
                        radius=int(m),
                        pos=Vector2d(random.randrange(800.0),
                                     random.randrange(800.0)),
                        damping=0.01,
                        elasticity=0.97)
        regs.add_entity(RigidBody(sphere), Drawable(), Movable())

    regs.add_entity(Centroid(), Drawable())

    regs.add_system(InputSystem())
    regs.add_system(CollisionCheckSystem())
    regs.add_system(CollisionSystem())
    regs.add_system(SeekCentroidSystem())
    regs.add_system(SimulationSystem())
    regs.add_system(RenderSystem())
    regs.add_system(GameLoopSystem())

    while True:
        regs.process()
コード例 #20
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ファイル: test_collision.py プロジェクト: slode/triton
    def _test_rect_slight_hit(self):
        rect1 = Rectangle(mass=1,
                          dimensions=Vector2d(100, 20),
                          pos=Vector2d(50, 10),
                          vel=Vector2d(0, 0),
                          theta=0)

        sphere1 = Sphere(
            mass=1,
            radius=10,
            pos=Vector2d(10, 30),
            vel=Vector2d(0, 0),
        )

        collides = rect1.collides_with(sphere1)
        self.assertTrue(collides)
        rect1.resolve_collision(sphere1)
コード例 #21
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    def __init__(self, pos, vel=Vector2d(.01, 0.0)):
        super(Triangle, self).__init__(mass=1.0,
                                       radius=30,
                                       pos=pos,
                                       vel=vel,
                                       damping=0.0,
                                       elasticity=1.0)
        self.direction = vel

        self.color = (155, 50, 50)
コード例 #22
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ファイル: missile_barrage.py プロジェクト: slode/triton
    def __init__(self):
        pos = Vector2d(400.0, 400.0)
        vel = Vector2d(.0, .0)
        self.radius = 20.0
        super(Ship, self).__init__(
            mass=1.0,
            pos=pos,
            vel=vel,
            dtheta=0.,  #05 * 180 / math.pi,
            damping=0.00,
            elasticity=0.97,
            dimensions=Vector2d(100, 40))

        self.surface = pygame.Surface(self.dimensions.tuple())

        dim = self.dimensions
        rect_tuple = (5, 5, dim.x - 10, dim.y - 10)
        self.surface.fill((0, 100, 0))
        pygame.draw.rect(self.surface, (255, 0, 0), rect_tuple, 0)
コード例 #23
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    def update(self, dt):
        dt /= 100.0
        if not self.started:
            p = pg.mouse.get_pos()
            self.cursor = Vector2d([float(i) for i in p])
            player = self.entities[0].pos
            diff = self.cursor - player
            if diff.length() < 1000:
                self.show_cursor = True
                diff /= 50
                self.initial_velocity = diff
                self.entities[0].vel = Vector2d(float(diff[0]), float(diff[1]))
            else:
                self.show_cursor = False
        elif not self.paused:
            self.time += dt
            entity_set = list(self.entities)
            # Success condition
            if self.entities[0].collides_with(self.entities[-1]):
                self.persist['init_vel'] = self.initial_velocity
                self.persist['success'] = True
                self.persist['score'] = self.time
                self.done = True
                return

            for entity in entity_set:
                entity_set.remove(entity)
                for other in entity_set:
                    if entity.collides_with(other):
                        entity.resolve_collision(other)

                    force = entity.calc_gravity(other)
                    entity.apply_force(entity.pos, force)
                    other.apply_force(other.pos, -force)

            for entity in self.entities:
                if entity.mutable == True:
                    entity.update(0, dt)

            self.starfield.update()
        else:
            pass
コード例 #24
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ファイル: test_collision.py プロジェクト: slode/triton
 def test_sphere_gracing_hit(self):
     sphere1 = Sphere(mass=1,
                      radius=10,
                      pos=Vector2d(10, 10),
                      vel=Vector2d(10, 0),
                      damping=0.,
                      elasticity=1.0)
     sphere2 = Sphere(mass=1,
                      radius=10,
                      pos=Vector2d(10, 30),
                      vel=Vector2d(0, 0),
                      damping=0.,
                      elasticity=1.0)
     collides = sphere1.collides_with(sphere2)
     self.assertEqual(sphere1.pos, (10, 10), "First check")
     self.assertTrue(collides)
     sphere1.resolve_collision(sphere2)
     self.assertEqual(sphere1.dtheta, 0)
     self.assertEqual(sphere2.dtheta, 0)
     self.assertEqual(sphere1.pos, (10, 10))
     self.assertEqual(sphere1.vel, (10, 0))
コード例 #25
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    def collides_with(self, other):
        if hasattr(other, 'radius'):
            center = Vector2d(1,0).rotate(self.theta).normalize()
            center_perp = center.perp()

            relative_pos = other.pos - self.pos
            dist = relative_pos.dot(center)
            lateral_dist = relative_pos.dot(center_perp)

            if (abs(dist) <= self.dimensions.x/2 + other.radius and
                abs(lateral_dist) <= self.dimensions.y/2+other.radius):
                return True
            return False
コード例 #26
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ファイル: collision_geometry.py プロジェクト: slode/triton
def main():
    polygon = []
    polygon.append(Vector2d(0.0, 0.0))
    polygon.append(Vector2d(10.0, 0.0))
    polygon.append(Vector2d(20.0, 10.0))
    polygon.append(Vector2d(10.0, 10.0))
    polygon.append(Vector2d(0.0, 10.0))

    point_inside = Vector2d(10.0, 10.0)
    point_outside = Vector2d(30.0, 10.0)

    assert not point_outside_box(point_inside, bounding_box(polygon))
    assert point_outside_box(point_outside, bounding_box(polygon))
コード例 #27
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ファイル: geometry.py プロジェクト: slode/triton
        def test_inside_polygon(self):
            polygon = []
            polygon.append(Vector2d(0.0, 0.0))
            polygon.append(Vector2d(10.0, 0.0))
            polygon.append(Vector2d(10.0, 10.0))
            polygon.append(Vector2d(0.0, 10.0))

            point_inside = Vector2d(5.0, 5.0)
            point_outside = Vector2d(15.0, 15.0)
            point_on_edge = Vector2d(10.0, 10.0)

            self.assertTrue(inside_polygon(point_inside, polygon))
            self.assertFalse(inside_polygon(point_outside, polygon))
            self.assertTrue(inside_polygon(point_on_edge, polygon))
コード例 #28
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ファイル: geometry.py プロジェクト: slode/triton
def min_distance_point_line(p, l1, l2):
    """Calculates shortest distance from a point p to a line given by the
    points l1 and l2.
    """
    u_nom = ((p.x - l1.x) * (l2.x - l1.x) + (p.y - l1.y) * (l2.y - l1.y))
    u_den = (l2 - l1).length_sq()

    if u_den == 0:
        return (l1, 0.0)

    u = u_nom / u_den

    x = l1.x + u * (l2.x - l1.x)
    y = l1.y + u * (l2.y - l1.y)

    closest_point = Vector2d(x, y)
    return (closest_point, u)
コード例 #29
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ファイル: geometry.py プロジェクト: slode/triton
        def test_outside_box(self):
            polygon = []
            polygon.append(Vector2d(0.0, 0.0))
            polygon.append(Vector2d(10.0, 0.0))
            polygon.append(Vector2d(20.0, 10.0))
            polygon.append(Vector2d(10.0, 10.0))
            polygon.append(Vector2d(0.0, 10.0))

            point_inside = Vector2d(10.0, 10.0)
            point_outside = Vector2d(30.0, 10.0)

            self.assertFalse(
                point_outside_box(point_inside, bounding_box(polygon)))
            self.assertTrue(
                point_outside_box(point_outside, bounding_box(polygon)))
コード例 #30
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ファイル: nobounce.py プロジェクト: slode/triton
def main():
    regs = Registry()

    for i in range(10):
        m = float(random.randrange(10.0, 20.0))
        sphere = Sphere(
            mass = m/10.0,
            radius = int(m),
            pos = Vector2d(random.randrange(800.0),
                           random.randrange(800.0)),
            damping = 0.30,
            elasticity = 0.90
            )
        regs.add_entity(
                RigidBody(sphere),
                Drawable(),
                Movable(),
                Seeking(target=4))
#,
#                Evading(target=3))
#                Wandering())

    regs.add_component(4, Wandering())
    regs.add_component(3, Wandering())
    regs.remove_component(4, Seeking())
    regs.remove_component(3, Seeking())
#    regs.remove_component(4, Evading())
#    regs.remove_component(3, Evading())

    regs.add_entity(
            Centroid(),
            Drawable())

    regs.add_system(InputSystem())
    regs.add_system(CollisionCheckSystem())
    regs.add_system(CollisionSystem())
    regs.add_system(ForceSystem())
    regs.add_system(SimulationSystem())
    regs.add_system(RenderSystem())
    regs.add_system(GameLoopSystem())

    while True:
        regs.process()