コード例 #1
0
    def __init__(self, game, *args, **kwargs):
        Screen.__init__(self, *args, **kwargs)

        self.backdrop = common_res.bg_ingame
        self.flash_alpha = 0.0

        self.game = game
        self.ui_class = game.ui_meta.ui_class
        self.gameui = self.ui_class(parent=False,
                                    game=game,
                                    **r2d((0, 0, 820,
                                           720)))  # add when game starts

        self.events_box = GameScreen.EventsBox(parent=self)
        self.chat_box = GameScreen.ChatBox(parent=self)
        self.panel = GameScreen.RoomControlPanel(parent=self)
        self.btn_exit = Button(parent=self,
                               caption=u'退出房间',
                               zindex=1,
                               **r2d((730, 670, 75, 25)))

        @self.btn_exit.event
        def on_click():
            box = ConfirmBox(u'真的要离开吗?',
                             buttons=ConfirmBox.Presets.OKCancel,
                             parent=self)

            @box.event
            def on_confirm(val):
                if val:
                    Executive.call('exit_game', ui_message, [])
コード例 #2
0
ファイル: planet.py プロジェクト: emolter/pyplanet
 def set_header(self, missed_planet):
     if missed_planet:
         self.header['res'] = '# res not set\n'
         self.header['orientation'] = '# orientation not set\n'
         self.header['aspect'] = '# aspect tip, rotate not set\n'
         self.header['rNorm'] = '# rNorm not set\n'
     else:
         self.header['orientation'] = '# orientation:   {}\n'.format(
             repr(self.config.orientation))
         self.header[
             'aspect'] = '# aspect tip, rotate:  {:.4f}  {:.4f}\n'.format(
                 utils.r2d(self.tip), utils.r2d(self.rotate))
         self.header['rNorm'] = '# rNorm: {}\n'.format(self.rNorm)
         if self.bType:
             self.header['bType'] = '# bType:  {}\n'.format(self.bType)
         if self.outType:
             self.header['outType'] = '# outType:  {}\n'.format(
                 self.outType)
             if self.outType == 'image':
                 self.header['imgSize'] = '# imgSize: {}\n'.format(
                     self.imSize)
                 resolution = utils.r2asec(
                     math.atan(
                         abs(self.b[1][0] - self.b[0][0]) * self.rNorm /
                         self.config.distance))
                 print('resolution = ', resolution)
                 self.header['res'] = '# res:  {} arcsec\n'.format(
                     resolution)
     self.header['gtype'] = '# gtype: {}\n'.format(self.config.gtype)
     self.header['radii'] = '# radii:  {:.1f}  {:.1f}  km\n'.format(
         self.config.Req, self.config.Rpol)
     self.header['distance'] = '# distance:  {} km\n'.format(
         self.config.distance)
コード例 #3
0
ファイル: screens.py プロジェクト: feng2606/thbattle
        def __init__(self, parent=None):
            Control.__init__(self, parent=parent, **r2d((0, 0, 820, 720)))
            self.btn_getready = Button(
                parent=self, caption=u'准备', **r2d((360, 80, 100, 35))
            )

            self.ready = False

            l = []

            class MyPP(PlayerPortrait):
                # this class is INTENTIONALLY put here
                # to make cached avatars get gc'd
                cached_avatar = {}

            for x, y, color in parent.ui_class.portrait_location:
                l.append(MyPP('NONAME', parent=self, x=x, y=y, color=color))
            self.portraits = l

            @self.btn_getready.event
            def on_click():
                if self.ready:
                    Executive.call('cancel_ready', ui_message, [])
                    self.ready = False
                    self.btn_getready.caption = u'准备'
                    self.btn_getready.update()
                else:
                    Executive.call('get_ready', ui_message, [])
                    #self.btn_getready.state = Button.DISABLED
                    self.ready = True
                    self.btn_getready.caption = u'取消准备'
                    self.btn_getready.update()
コード例 #4
0
ファイル: screens.py プロジェクト: feng2606/thbattle
    def __init__(self, game, *args, **kwargs):
        Screen.__init__(self, *args, **kwargs)

        self.backdrop = common_res.bg_ingame
        self.flash_alpha = 0.0

        self.game = game
        self.ui_class = game.ui_meta.ui_class
        self.gameui = self.ui_class(
            parent=False, game=game,
            **r2d((0, 0, 820, 720))
        )  # add when game starts

        self.events_box = GameScreen.EventsBox(parent=self)
        self.chat_box = GameScreen.ChatBox(parent=self)
        self.panel = GameScreen.RoomControlPanel(parent=self)
        self.btn_exit = Button(
            parent=self, caption=u'退出房间', zindex=1,
            **r2d((730, 670, 75, 25))
        )

        @self.btn_exit.event
        def on_click():
            box = ConfirmBox(u'真的要离开吗?', buttons=ConfirmBox.Presets.OKCancel, parent=self)

            @box.event
            def on_confirm(val):
                if val:
                    Executive.call('exit_game', ui_message, [])
コード例 #5
0
        def __init__(self, parent=None):
            Control.__init__(self, parent=parent, **r2d((0, 0, 820, 720)))
            self.btn_getready = Button(parent=self,
                                       caption=u'准备',
                                       **r2d((360, 80, 100, 35)))

            self.ready = False

            l = []

            class MyPP(PlayerPortrait):
                # this class is INTENTIONALLY put here
                # to make cached avatars get gc'd
                cached_avatar = {}

            for x, y, color in parent.ui_class.portrait_location:
                l.append(MyPP('NONAME', parent=self, x=x, y=y, color=color))
            self.portraits = l

            @self.btn_getready.event
            def on_click():
                if self.ready:
                    Executive.call('cancel_ready', ui_message, [])
                    self.ready = False
                    self.btn_getready.caption = u'准备'
                    self.btn_getready.update()
                else:
                    Executive.call('get_ready', ui_message, [])
                    #self.btn_getready.state = Button.DISABLED
                    self.ready = True
                    self.btn_getready.caption = u'取消准备'
                    self.btn_getready.update()
コード例 #6
0
ファイル: shape.py プロジェクト: emolter/pyplanet
 def print_a_step(self):
     s = '\ttype:  %s, gamma = %.2f deg, lat = %.2f deg, lng = %.2f  |g| = %.2f\n' % (
         self.gtype, u.r2d(self.gamma), u.r2d(
             self.pclat), u.r2d(self.delta_lng), self.gmag * 1000.0)
     s += '\tr = [%.2f,  %.2f,  %.2f] km, |r| = %.2f km\n' % (
         self.r[_X], self.r[_Y], self.r[_Z], self.rmag)
     s += '\tn = [%.4f,  %.4f,  %.4f]' % (self.n[_X], self.n[_Y],
                                          self.n[_Z])
     print(s)
     return s
コード例 #7
0
ファイル: shape.py プロジェクト: emolter/pyplanet
 def __str__(self):
     s = '-------------------------Geoid---------------------------\n'
     s += 'type:  %s, gamma = %.2f deg, lat = %.2f deg, lng = %.2f\n' % (
         self.gtype, u.r2d(self.gamma), u.r2d(
             self.pclat), u.r2d(self.delta_lng))
     s += 'r = [%.2f,  %.2f,  %.2f] km, |r| = %.2f km\n' % (
         self.r[_X], self.r[_Y], self.r[_Z], self.rmag)
     s += 'n = [%.4f,  %.4f,  %.4f]\n' % (self.n[_X], self.n[_Y],
                                          self.n[_Z])
     s += 't = [%.4f,  %.4f,  %.4f]\n' % (self.t[_X], self.t[_Y],
                                          self.t[_Z])
     s += 'g = [%.6f,  %.6f], |g| = %.6f\n' % (self.g[0], self.g[1],
                                               self.gmag)
     s += '---------------------------------------------------------\n'
     return s
コード例 #8
0
def findEdge(atm, b, rNorm, tip, rotate, gtype, printdot=False):
    tmp = (b[0]**2 + b[1]**2)
    try:
        zQ_Trial = np.arange(math.sqrt(1.0 - tmp) * 1.01, 0.0, -0.005)
    except ValueError:
        return None, None
    pclat_zQ_Trial = []
    r_zQ_Trial = []
    r_pclat_zQ_Trial = []
    hitPlanet = False
    geoid = shape.Shape(gtype)
    for zQ in zQ_Trial:
        if printdot:
            print('.', end='')
            sys.stdout.flush()
        # Q
        b_vec = np.array([b[0], b[1], zQ])
        # --> P
        b_vec = rotate2planet(rotate, tip, b_vec)
        r1 = np.linalg.norm(b_vec) * rNorm
        r_zQ_Trial.append(r1)
        # get planetocentric latitude/longitude
        pclat = utils.r2d(
            math.asin(np.dot(b_vec, yHat) / np.linalg.norm(b_vec)))
        delta_lng = utils.r2d(
            math.atan2(np.dot(b_vec, xHat), np.dot(b_vec, zHat)))
        pclat_zQ_Trial.append(pclat)
        r2 = geoid.calcShape(atm, rNorm, pclat, delta_lng)
        r_pclat_zQ_Trial.append(r2)
        if r1 <= r2:
            hitPlanet = True
            break
    if not hitPlanet:
        return None, None
    # interpolate to value
    xx = np.flipud(np.array(r_zQ_Trial) - np.array(r_pclat_zQ_Trial))
    yy = np.flipud(np.array(zQ_Trial[0:len(r_zQ_Trial)]))
    try:
        zQ = np.interp(0.0, xx, yy)
        b = np.array([b[0], b[1], zQ])
        edge = rNorm * rotate2planet(rotate, tip, b)
    except ValueError:
        b = None
        edge = None

    del zQ_Trial, pclat_zQ_Trial, r_zQ_Trial, r_pclat_zQ_Trial, geoid, xx, yy
    return edge, b  # same vector but in P and Q coordinate systems
コード例 #9
0
ファイル: raypath.py プロジェクト: david-deboer/pyplanet
def findEdge(atm, b, rNorm, tip, rotate, gtype, printdot=False):
    tmp = (b[0]**2 + b[1]**2)
    try:
        zQ_Trial = np.arange(math.sqrt(1.0 - tmp) * 1.01, 0.0, -0.005)
    except ValueError:
        return None, None
    pclat_zQ_Trial = []
    r_zQ_Trial = []
    r_pclat_zQ_Trial = []
    hitPlanet = False
    geoid = shape.Shape(gtype)
    for zQ in zQ_Trial:
        if printdot:
            print('.', end='')
            sys.stdout.flush()
        # Q
        b_vec = np.array([b[0], b[1], zQ])
        # --> P
        b_vec = rotate2planet(rotate, tip, b_vec)
        r1 = np.linalg.norm(b_vec) * rNorm
        r_zQ_Trial.append(r1)
        # get planetocentric latitude/longitude
        pclat = utils.r2d(math.asin(np.dot(b_vec, yHat) / np.linalg.norm(b_vec)))
        delta_lng = utils.r2d(math.atan2(np.dot(b_vec, xHat), np.dot(b_vec, zHat)))
        pclat_zQ_Trial.append(pclat)
        r2 = geoid.calcShape(atm, rNorm, pclat, delta_lng)
        r_pclat_zQ_Trial.append(r2)
        if r1 <= r2:
            hitPlanet = True
            break
    if not hitPlanet:
        return None, None
    # interpolate to value
    xx = np.flipud(np.array(r_zQ_Trial) - np.array(r_pclat_zQ_Trial))
    yy = np.flipud(np.array(zQ_Trial[0:len(r_zQ_Trial)]))
    try:
        zQ = np.interp(0.0, xx, yy)
        b = np.array([b[0], b[1], zQ])
        edge = rNorm * rotate2planet(rotate, tip, b)
    except ValueError:
        b = None
        edge = None

    del zQ_Trial, pclat_zQ_Trial, r_zQ_Trial, r_pclat_zQ_Trial, geoid, xx, yy
    return edge, b  # same vector but in P and Q coordinate systems
コード例 #10
0
ファイル: screens.py プロジェクト: CoolCloud/thbattle
    def on_message(self, _type, *args):
        rst = handle_chat(_type, args)
        if rst:
            self.chat_box.append(rst)

        elif _type == 'game_started':
            self.remove_control(self.panel)
            self.gameui.init()
            self.add_control(self.gameui)
            self.game.start()
            # utils.hub_interrupt(self.game.start)

        elif _type == 'end_game':
            self.remove_control(self.gameui)
            self.add_control(self.panel)
            g = args[0]

        elif _type == 'client_game_finished':
            g = args[0]
            g.ui_meta.ui_class.show_result(g)

        elif _type in ('game_left', 'fleed'):
            GameHallScreen().switch()

        elif _type == 'game_joined':
            # last game ended, this is the auto
            # created game
            self.game = game = args[0]
            self.panel.btn_getready.state = Button.NORMAL
            self.gameui = self.ui_class(
                parent=False, game=self.game,
                **r2d((0, 0, 820, 720))
            )
            SoundManager.switch_bgm(common_res.bgm_hall)
            self.backdrop = common_res.bg_ingame
            self.set_color(Colors.green)
            self.events_box.clear()

        elif _type == 'game_crashed':
            ConfirmBox(u'游戏逻辑已经崩溃,请退出房间!\n这是不正常的状态,你可以报告bug。', parent=self)

        elif _type == 'observe_request':
            uid, uname = args[0]
            box = ConfirmBox(
                u'玩家 %s 希望旁观你的游戏,是否允许?\n旁观玩家可以看到你的手牌。' % uname,
                parent=self, buttons=((u'允许', True), (u'不允许', False)), default=False
            )

            @box.event
            def on_confirm(val, uid=uid):
                Executive.call('observe_grant', ui_message, [uid, val])

        else:
            Screen.on_message(self, _type, *args)
コード例 #11
0
    def on_message(self, _type, *args):
        rst = handle_chat(_type, args)
        if rst:
            self.chat_box.append(rst)

        elif _type == 'game_started':
            self.remove_control(self.panel)
            self.gameui.init()
            self.add_control(self.gameui)
            self.game.start()
            # utils.hub_interrupt(self.game.start)

        elif _type == 'end_game':
            self.remove_control(self.gameui)
            self.add_control(self.panel)
            g = args[0]

        elif _type == 'client_game_finished':
            g = args[0]
            g.ui_meta.ui_class.show_result(g)

        elif _type in ('game_left', 'fleed'):
            GameHallScreen().switch()

        elif _type == 'game_joined':
            # last game ended, this is the auto
            # created game
            self.game = game = args[0]
            self.panel.btn_getready.state = Button.NORMAL
            self.gameui = self.ui_class(parent=False,
                                        game=self.game,
                                        **r2d((0, 0, 820, 720)))
            SoundManager.switch_bgm(common_res.bgm_hall)
            self.backdrop = common_res.bg_ingame
            self.set_color(Colors.green)
            self.events_box.clear()

        elif _type == 'game_crashed':
            ConfirmBox(u'游戏逻辑已经崩溃,请退出房间!\n这是不正常的状态,你可以报告bug。', parent=self)

        elif _type == 'observe_request':
            uid, uname = args[0]
            box = ConfirmBox(u'玩家 %s 希望旁观你的游戏,是否允许?\n旁观玩家可以看到你的手牌。' % uname,
                             parent=self,
                             buttons=((u'允许', True), (u'不允许', False)),
                             default=False)

            @box.event
            def on_confirm(val, uid=uid):
                Executive.call('observe_grant', ui_message, [uid, val])

        else:
            Screen.on_message(self, _type, *args)
コード例 #12
0
ファイル: screens.py プロジェクト: hycxa/thbattle
        def __init__(self, parent=None):
            Control.__init__(self, parent=parent, **r2d((0, 0, 820, 720)))
            self.btn_getready = Button(parent=self, caption=u"准备", **r2d((360, 80, 100, 35)))

            self.btn_invite = Button(parent=self, caption=u"邀请", **r2d((360, 40, 100, 35)))

            self.ready = False

            l = []

            class MyPP(PlayerPortrait):
                # this class is INTENTIONALLY put here
                # to make cached avatars get gc'd
                cached_avatar = {}

            for x, y, color in parent.ui_class.portrait_location:
                l.append(MyPP("NONAME", parent=self, x=x, y=y, color=color))
            self.portraits = l

            @self.btn_getready.event
            def on_click():
                if self.ready:
                    Executive.call("cancel_ready", ui_message, [])
                    self.ready = False
                    self.btn_getready.caption = u"准备"
                    self.btn_getready.update()
                else:
                    Executive.call("get_ready", ui_message, [])
                    # self.btn_getready.state = Button.DISABLED
                    self.ready = True
                    self.btn_getready.caption = u"取消准备"
                    self.btn_getready.update()

            @self.btn_invite.event  # noqa
            def on_click():
                GameScreen.InvitePanel(self.parent.game.gameid, parent=self)
コード例 #13
0
ファイル: view.py プロジェクト: npk/thbattle
    def __init__(self, game, *a, **k):
        self.game = game
        game.event_observer = UIEventHook

        Control.__init__(self, *a, **k)

        self.char_portraits = None

        self.deck_indicator = DeckIndicator(parent=self, x=30, y=680, width=50, height=25)

        self.handcard_area = HandCardArea(parent=self, x=238, y=9, zindex=3, width=93 * 5 + 42, height=145)

        self.deck_area = PortraitCardArea(
            parent=self, width=1, height=1, x=self.width // 2, y=self.height // 2, zindex=4
        )

        self.btn_afk = Button(parent=self, caption=u"让⑨帮你玩", zindex=1, color=Colors.blue, **r2d((730, 640, 75, 25)))

        self.gameintro_icon = GameIntroIcon(parent=self, game=game, **r2d((780, 610, 25, 25)))

        self.afk = False

        @self.btn_afk.event
        def on_click():
            v = not self.afk
            self.afk = v
            self.btn_afk.color = (Colors.blue, Colors.orange)[v]
            self.btn_afk.update()

        @self.handcard_area.event
        def on_selection_change():
            self.dispatch_event("on_selection_change")

        self.dropcard_area = DropCardArea(parent=self, x=0, y=324, zindex=3, width=820, height=125)

        class Animations(pyglet.graphics.Batch, Control):
            def __init__(self, **k):
                pyglet.graphics.Batch.__init__(self)
                Control.__init__(self, x=0, y=0, width=0, height=0, zindex=2, **k)

            def hit_test(self, x, y):
                return False

        self.animations = Animations(parent=self)
        self.selecting_player = 0
コード例 #14
0
ファイル: planet.py プロジェクト: david-deboer/pyplanet
 def set_header(self, missed_planet):
     if missed_planet:
         self.header['res'] = '# res not set\n'
         self.header['orientation'] = '# orientation not set\n'
         self.header['aspect'] = '# aspect tip, rotate not set\n'
         self.header['rNorm'] = '# rNorm not set\n'
     else:
         self.header['orientation'] = '# orientation:   {}\n'.format(repr(self.config.orientation))
         self.header['aspect'] = '# aspect tip, rotate:  {:.4f}  {:.4f}\n'.format(utils.r2d(self.tip), utils.r2d(self.rotate))
         self.header['rNorm'] = '# rNorm: {}\n'.format(self.rNorm)
         if self.bType:
             self.header['bType'] = '# bType:  {}\n'.format(self.bType)
         if self.outType:
             self.header['outType'] = '# outType:  {}\n'.format(self.outType)
             if self.outType == 'image':
                 self.header['imgSize'] = '# imgSize: {}\n'.format(self.imSize)
                 resolution = utils.r2asec(math.atan(abs(self.b[1][0] - self.b[0][0]) * self.rNorm / self.config.distance))
                 print('resolution = ', resolution)
                 self.header['res'] = '# res:  {} arcsec\n'.format(resolution)
     self.header['gtype'] = '# gtype: {}\n'.format(self.config.gtype)
     self.header['radii'] = '# radii:  {:.1f}  {:.1f}  km\n'.format(self.config.Req, self.config.Rpol)
     self.header['distance'] = '# distance:  {} km\n'.format(self.config.distance)
コード例 #15
0
ファイル: raypath.py プロジェクト: david-deboer/pyplanet
def compute_ds(atm, b, orientation=None, gtype=None, verbose=False, plot=True):
    """Computes the path length through the atmosphere given:
            b = impact parameter (fractional distance to outer edge at that latitude in observer's coordinates)
            orientation = position angle of the planet [0]='tip', [1]='subearth latitude' """
    if gtype is None:
        gtype = atm.config.gtype
    if orientation is None:
        orientation = atm.config.orientation
    path = Ray()
    req = atm.layerProperty[atm.config.LP['R']]   # radius of layers along equator
    rNorm = req[0]
    nr = atm.layerProperty[atm.config.LP['N']]    # refractive index of layers
    P = atm.gas[atm.config.C['P']]
    if (b[0]**2 + b[1]**2) > 1.0:
        return path

    mu = math.sqrt(1.0 - b[0]**2 - b[1]**2)

    f = 1.0 - atm.config.Rpol / atm.config.Req
    tip, rotate = computeAspect(orientation, f)
    if verbose:
        print('intersection:  ({:.3f}, {:.3f})    '.format(b[0], b[1]), end='')
        print('aspect:  ({:%.4f},  {:.4f})'.format(tip * 180.0 / np.pi, rotate * 180.0 / np.pi))
        print('Finding atmospheric edge', end='')
    edge, b = findEdge(atm, b, rNorm, tip, rotate, gtype)
    if edge is None:
        return path
    r1 = np.linalg.norm(edge)

    # get planetocentric latitude/longitude
    pclat = utils.r2d(math.asin(np.dot(edge, yHat) / np.linalg.norm(edge)))
    delta_lng = utils.r2d(math.atan2(np.dot(edge, xHat), np.dot(edge, zHat)))
    geoid = shape.Shape(gtype)
    r2 = geoid.calcShape(atm, rNorm, pclat, delta_lng)
    if verbose:
        print(' within {:.2f} m'.format(abs(r1 - r2) * 100.0))
        geoid.printShort()
    if plot:
        plotStuff(atm=atm, r=rNorm, b=b, gtype=gtype, delta_lng=delta_lng, geoid=geoid, tip=tip, rotate=rotate)

    # initialize - everything below is in planetocentric coordinates, so need to rotate s-vector
    start = np.array([0.0, 0.0, -1.0])
    start = rotate2planet(rotate, tip, start)
    s = [start]
    n = [geoid.n]
    r = [geoid.r]
    t_inc = [math.acos(-np.dot(s[-1], n[-1]))]            # incident angle_0
    nratio = nr[0] / nr[1]                                # refractive index ratio_0
    t_tran = [math.asin(nratio * math.sin(t_inc[-1]))]    # transmitted angle_0

    # return array initialization, use a value to keep indexing numbering for loop
    ds = [0.0]
    layer4ds = [0.0]
    r4ds = [0.0]  # not needed, but for information
    P4ds = [0.0]  # not needed, but for information
    doppler = []

    # loop while in atmosphere
    i = 0                      # loops over the path
    layer = 0                  # keeps track which physical layer you are in
    inAtmosphere = True
    direction = 'ingress'
    while inAtmosphere:
        if verbose:
            print('------------------')
            print('\tstep {d}:  layer {d} {s} '.format(i, layer, direction))
            print('\ts = [{:.4f}, {:.4f}, {:.4f}],  ds = {:.4f}'.format(s[-1][_X], s[-1][_Y], s[-1][_Z], ds[-1]))
            geoid.print_a_step()
            print('\tt_inc, tran:  {:.8f} -> {:.8f}'.format(utils.r2d(t_inc[-1]), utils.r2d(t_tran[-1])))
        # update s-vector
        s.append(nratio * s[i] + raypathdir[direction] * (nratio * math.cos(t_inc[i]) * n[i] - math.cos(t_tran[i]) * n[i]))
        rNowMag = geoid.rmag
        rNextMag = geoid.calcShape(atm, req[layer + raypathdir[direction]], pclat, delta_lng)
        rdots = np.dot(r[i], s[i + 1])

        vw = np.interp(pclat, atm.config.vwlat, atm.config.vwdat) / 1000.0
        dopp = 1.0 - (atm.config.omega_m * rNowMag * math.cos(utils.d2r(pclat)) + vw) * math.sin(utils.d2r(delta_lng)) / 3.0E5

        # get ds, checking for exit, errors and warnings...
        try:
            dsp = -rdots + math.sqrt(rdots**2.0 + rNextMag**2.0 - rNowMag**2.0)
            dsm = -rdots - math.sqrt(rdots**2.0 + rNextMag**2.0 - rNowMag**2.0)
            if direction == 'ingress':
                ds_step = dsm
            elif direction == 'egress':
                ds_step = dsp
        except ValueError:  # tangent layer (probably)
            if direction == 'ingress':
                print('In tangent layer  ', end='')
                direction = 'tangent'
                ds_step = -2.0 * rdots
                if ds_step > rNorm:
                    inAtmosphere = False
                    print('Error:  tangent ds too large')
                    break
                rNextMag = rNowMag
            else:
                inAtmosphere = False
                break
        if ds_step < 0.0:   # What is correct here?  Is this true for egress, or only in error?  8/1/14 I commented out if statement,
                            # but only print statement was indented
            print('Error:  ds < 0  ({}:  r.s={}, ds={}, [{},{}])'.format(direction, rdots, ds_step, dsp, dsm))
            inAtmosphere = False
            break

        if atm.config.limb == 'sec':  # overwrite ds_step with secant version
            ds_step = abs(rNextMag - rNowMag) / mu

        # append to return arrays
        ds.append(ds_step)
        layer4ds.append(layer)
        r4ds.append(rNowMag)
        P4ds.append(atm.gas[atm.config.C['P']][layer])
        doppler.append(dopp)

        # get next step, double-check r value (and compute n, etc)
        rnext = r[i] + ds[i + 1] * s[i + 1]
        pclat = utils.r2d(math.asin(np.dot(rnext, yHat) / np.linalg.norm(rnext)))
        delta_lng = utils.r2d(math.atan2(np.dot(rnext, xHat), np.dot(rnext, zHat)))
        r2 = geoid.calcShape(atm, req[layer + raypathdir[direction]], pclat, delta_lng)
        if abs(r2 - rNextMag) > 2.0 and layer != 0:
            print('Warning:  {} != {} ({} km) at layer {}'.format(r2, rNextMag, r2 - rNextMag, layer))
        r.append(rnext)  # which is also geoid.r, or should be
        n.append(geoid.n)

        # get new incident angle
        layer += raypathdir[direction]
        if direction == 'tangent':
            direction = 'egress'
            t_inc.append(np.pi / 2.0)
        else:
            try:
                t_inc.append(math.acos(-raypathdir[direction] * np.dot(s[i + 1], n[i + 1])))
            except ValueError:
                print('t_inc ValueError |s_(i+1)| = {}, |n_(i+1)| = {} - set to previous'.format(np.linalg.norm(s[i + 1]), np.linalg.norm(n[i + 1])))
                t_inc.append(t_inc[i])
                inAtmosphere = False
                break
        i += 1

        # get refractive index ratio and check for exit
        try:
            nratio = nr[layer] / nr[layer + raypathdir[direction]]
            nratio = 1.0
            try:
                t_tmp = math.asin(nratio * math.sin(t_inc[-1]))
            except ValueError:
                t_tmp = nratio * np.pi / 2.0
            t_tran.append(t_tmp)
        except IndexError:
            inAtmosphere = False
        # ## end loop ###

    # Get rid of the first entry, which was just used to make indexing in loop consistent
    del ds[0], layer4ds[0], r4ds[0], P4ds[0]
    dsmu = []
    for i in range(min(len(ds), len(r4ds)) - 1):
        if abs(r4ds[i] - r4ds[i + 1]) < 1E-6:
            dsmuappend = 0.001
        else:
            dsmuappend = ds[i] / (r4ds[i] - r4ds[i + 1])
        dsmu.append(dsmuappend)
    path.update(ds=ds, layer4ds=layer4ds, r4ds=r4ds, P4ds=P4ds, doppler=doppler, tip=tip, rotate=rotate, rNorm=rNorm)
    if plot:
        plt.figure('test_ds')
        plt.plot(dsmu)
        plt.plot([0, 1499], [1.0 / mu, 1.0 / mu])
        plotStuff(r=np.array(r), ray=path)
    del s, r, n, ds, layer4ds, r4ds, P4ds, geoid, req, nr
    return path
コード例 #16
0
ファイル: screens.py プロジェクト: feng2606/thbattle
    def on_message(self, _type, *args):
        rst = handle_chat(_type, args)
        if rst:
            self.chat_box.append(rst)
            return

        elif _type == 'game_started':
            from utils import notify
            notify(u'东方符斗祭 - 游戏提醒', u'游戏已开始,请注意。')
            self.remove_control(self.panel)
            self.gameui.init()
            self.add_control(self.gameui)
            self.game.start()

        elif _type == 'end_game':
            self.remove_control(self.gameui)
            self.add_control(self.panel)
            g = args[0]

        elif _type == 'client_game_finished':
            g = args[0]
            g.ui_meta.ui_class.show_result(g)

        elif _type in ('game_left', 'fleed'):
            GameHallScreen().switch()

        elif _type == 'game_joined':
            # last game ended, this is the auto
            # created game
            self.game = args[0]
            self.panel.btn_getready.state = Button.NORMAL
            self.gameui = self.ui_class(
                parent=False, game=self.game,
                **r2d((0, 0, 820, 720))
            )
            SoundManager.switch_bgm(common_res.bgm_hall)
            self.backdrop = common_res.bg_ingame
            self.set_color(Colors.green)
            self.events_box.clear()

        elif _type == 'game_crashed':
            ConfirmBox(
                u'游戏逻辑已经崩溃,请退出房间!\n'
                u'这是不正常的状态,你可以报告bug。\n'
                u'游戏ID:%d' % self.game.gameid,
                parent=self
            )
            from __main__ import do_crashreport
            do_crashreport()

        elif _type == 'observe_request':
            uid, uname = args[0]
            box = ConfirmBox(
                u'玩家 %s 希望旁观你的游戏,是否允许?\n'
                u'旁观玩家可以看到你的手牌。' % uname,
                parent=self, buttons=((u'允许', True), (u'不允许', False)), default=False
            )

            @box.event
            def on_confirm(val, uid=uid):
                Executive.call('observe_grant', ui_message, [uid, val])

        elif _type == 'observer_enter':
            obuid, obname, uname = args[0]
            self.chat_box.append(
                u'|B|R>> |r|c0000ffff%s|r[|c9100ffff%d|r]|r趴在了|c0000ffff%s|r身后\n' % (obname, obuid, uname)
            )

        elif _type == 'observer_leave':
            obuid, obname, uname = args[0]
            self.chat_box.append(
                u'|B|R>> |r|c0000ffff%s|r飘走了\n' % obname
            )

        else:
            Screen.on_message(self, _type, *args)
コード例 #17
0
ファイル: shape.py プロジェクト: david-deboer/pyplanet
 def printShort(self):
     s = '%s:  gamma = %.2f, lat = %.2f, lng = %.2f, |r|=%.2f km\n' % (self.gtype, u.r2d(self.gamma), u.r2d(self.pclat), u.r2d(self.delta_lng), self.rmag)
     print(s)
     return s
コード例 #18
0
ファイル: shape.py プロジェクト: david-deboer/pyplanet
 def print_a_step(self):
     s = '\ttype:  %s, gamma = %.2f deg, lat = %.2f deg, lng = %.2f  |g| = %.2f\n' % (self.gtype, u.r2d(self.gamma), u.r2d(self.pclat), u.r2d(self.delta_lng), self.gmag * 1000.0)
     s += '\tr = [%.2f,  %.2f,  %.2f] km, |r| = %.2f km\n' % (self.r[_X], self.r[_Y], self.r[_Z], self.rmag)
     s += '\tn = [%.4f,  %.4f,  %.4f]' % (self.n[_X], self.n[_Y], self.n[_Z])
     print(s)
     return s
コード例 #19
0
    def __init__(self, game, *a, **k):
        self.selection_change = ObservableEvent()

        self.game = game

        Control.__init__(self, can_focus=True, *a, **k)

        self.keystrokes = '\x00'
        self.char_portraits = None

        self.deck_indicator = DeckIndicator(
            parent=self,
            x=30,
            y=660,
            width=50,
            height=25,
        )

        self.handcard_area = HandCardArea(
            parent=self,
            view=self,
            x=238,
            y=9,
            zindex=3,
            width=93 * 5 + 42,
            height=145,
        )

        self.deck_area = PortraitCardArea(
            parent=self,
            width=1,
            height=1,
            x=self.width // 2,
            y=self.height // 2,
            zindex=4,
        )

        self.btn_afk = OptionButton(parent=self,
                                    zindex=1,
                                    conf=(
                                        (u'让⑨帮你玩', Colors.blue, False),
                                        (u'⑨在帮你玩', Colors.orange, True),
                                    ),
                                    **r2d((30, 625, 75, 25)))

        self.gameintro_icon = GameIntroIcon(parent=self,
                                            game=game,
                                            **r2d((690, 630, 25, 25)))

        self.dropcard_area = DropCardArea(
            parent=self,
            x=0,
            y=324,
            zindex=3,
            width=820,
            height=125,
        )

        class Animations(pyglet.graphics.Batch, Control):
            def __init__(self, **k):
                pyglet.graphics.Batch.__init__(self)
                Control.__init__(self,
                                 x=0,
                                 y=0,
                                 width=0,
                                 height=0,
                                 zindex=2,
                                 **k)
                self.animations = []

            def delete(self):
                Control.delete(self)
                for a in self.animations:
                    a.delete()

            def hit_test(self, x, y):
                return False

        self.animations = Animations(parent=self)
        self.selecting_player = 0
        self.action_params = {}
コード例 #20
0
    def __init__(self, game, *a, **k):
        self.game = game
        game.event_observer = UIEventHook

        Control.__init__(self, can_focus=True, *a, **k)

        self.keystrokes = '\x00'
        self.char_portraits = None

        self.deck_indicator = DeckIndicator(
            parent=self,
            x=30,
            y=680,
            width=50,
            height=25,
        )

        self.handcard_area = HandCardArea(
            parent=self,
            x=238,
            y=9,
            zindex=3,
            width=93 * 5 + 42,
            height=145,
        )

        self.deck_area = PortraitCardArea(
            parent=self,
            width=1,
            height=1,
            x=self.width // 2,
            y=self.height // 2,
            zindex=4,
        )

        self.btn_afk = Button(parent=self,
                              caption=u'让⑨帮你玩',
                              zindex=1,
                              color=Colors.blue,
                              **r2d((730, 640, 75, 25)))

        self.gameintro_icon = GameIntroIcon(parent=self,
                                            game=game,
                                            **r2d((780, 610, 25, 25)))

        self.afk = False

        @self.btn_afk.event
        def on_click():
            v = not self.afk
            self.afk = v
            self.btn_afk.color = (Colors.blue, Colors.orange)[v]
            self.btn_afk.update()

        @self.handcard_area.event
        def on_selection_change():
            self.dispatch_event('on_selection_change')

        self.dropcard_area = DropCardArea(
            parent=self,
            x=0,
            y=324,
            zindex=3,
            width=820,
            height=125,
        )

        class Animations(pyglet.graphics.Batch, Control):
            def __init__(self, **k):
                pyglet.graphics.Batch.__init__(self)
                Control.__init__(self,
                                 x=0,
                                 y=0,
                                 width=0,
                                 height=0,
                                 zindex=2,
                                 **k)

            def hit_test(self, x, y):
                return False

        self.animations = Animations(parent=self)
        self.selecting_player = 0
コード例 #21
0
def compute_ds(atm, b, orientation=None, gtype=None, verbose=False, plot=True):
    """Computes the path length through the atmosphere given:
            b = impact parameter (fractional distance to outer edge at that latitude in observer's coordinates)
            orientation = position angle of the planet [0]='tip', [1]='subearth latitude' """
    if gtype is None:
        gtype = atm.config.gtype
    if orientation is None:
        orientation = atm.config.orientation
    path = Ray()
    req = atm.layerProperty[
        atm.config.LP['R']]  # radius of layers along equator
    rNorm = req[0]
    nr = atm.layerProperty[atm.config.LP['N']]  # refractive index of layers
    P = atm.gas[atm.config.C['P']]
    if (b[0]**2 + b[1]**2) > 1.0:
        return path

    mu = math.sqrt(1.0 - b[0]**2 - b[1]**2)

    f = 1.0 - atm.config.Rpol / atm.config.Req
    tip, rotate = computeAspect(orientation, f)
    if verbose:
        print('intersection:  ({:.3f}, {:.3f})    '.format(b[0], b[1]), end='')
        print('aspect:  ({:%.4f},  {:.4f})'.format(tip * 180.0 / np.pi,
                                                   rotate * 180.0 / np.pi))
        print('Finding atmospheric edge', end='')
    edge, b = findEdge(atm, b, rNorm, tip, rotate, gtype)
    if edge is None:
        return path
    r1 = np.linalg.norm(edge)

    # get planetocentric latitude/longitude
    pclat = utils.r2d(math.asin(np.dot(edge, yHat) / np.linalg.norm(edge)))
    delta_lng = utils.r2d(math.atan2(np.dot(edge, xHat), np.dot(edge, zHat)))
    geoid = shape.Shape(gtype)
    r2 = geoid.calcShape(atm, rNorm, pclat, delta_lng)
    if verbose:
        print(' within {:.2f} m'.format(abs(r1 - r2) * 100.0))
        geoid.printShort()
    if plot:
        plotStuff(atm=atm,
                  r=rNorm,
                  b=b,
                  gtype=gtype,
                  delta_lng=delta_lng,
                  geoid=geoid,
                  tip=tip,
                  rotate=rotate)

    # initialize - everything below is in planetocentric coordinates, so need to rotate s-vector
    start = np.array([0.0, 0.0, -1.0])
    start = rotate2planet(rotate, tip, start)
    s = [start]
    n = [geoid.n]
    r = [geoid.r]
    t_inc = [math.acos(-np.dot(s[-1], n[-1]))]  # incident angle_0
    nratio = nr[0] / nr[1]  # refractive index ratio_0
    t_tran = [math.asin(nratio * math.sin(t_inc[-1]))]  # transmitted angle_0

    # return array initialization, use a value to keep indexing numbering for loop
    ds = [0.0]
    layer4ds = [0.0]
    r4ds = [0.0]  # not needed, but for information
    P4ds = [0.0]  # not needed, but for information
    doppler = []

    # loop while in atmosphere
    i = 0  # loops over the path
    layer = 0  # keeps track which physical layer you are in
    inAtmosphere = True
    direction = 'ingress'
    while inAtmosphere:
        if verbose:
            print('------------------')
            print('\tstep {d}:  layer {d} {s} '.format(i, layer, direction))
            print('\ts = [{:.4f}, {:.4f}, {:.4f}],  ds = {:.4f}'.format(
                s[-1][_X], s[-1][_Y], s[-1][_Z], ds[-1]))
            geoid.print_a_step()
            print('\tt_inc, tran:  {:.8f} -> {:.8f}'.format(
                utils.r2d(t_inc[-1]), utils.r2d(t_tran[-1])))
        # update s-vector
        s.append(
            nratio * s[i] + raypathdir[direction] *
            (nratio * math.cos(t_inc[i]) * n[i] - math.cos(t_tran[i]) * n[i]))
        rNowMag = geoid.rmag
        rNextMag = geoid.calcShape(atm, req[layer + raypathdir[direction]],
                                   pclat, delta_lng)
        rdots = np.dot(r[i], s[i + 1])

        vw = np.interp(pclat, atm.config.vwlat, atm.config.vwdat) / 1000.0
        dopp = 1.0 - (atm.config.omega_m * rNowMag * math.cos(utils.d2r(pclat))
                      + vw) * math.sin(utils.d2r(delta_lng)) / 3.0E5

        # get ds, checking for exit, errors and warnings...
        try:
            dsp = -rdots + math.sqrt(rdots**2.0 + rNextMag**2.0 - rNowMag**2.0)
            dsm = -rdots - math.sqrt(rdots**2.0 + rNextMag**2.0 - rNowMag**2.0)
            if direction == 'ingress':
                ds_step = dsm
            elif direction == 'egress':
                ds_step = dsp
        except ValueError:  # tangent layer (probably)
            if direction == 'ingress':
                print('In tangent layer  ', end='')
                direction = 'tangent'
                ds_step = -2.0 * rdots
                if ds_step > rNorm:
                    inAtmosphere = False
                    print('Error:  tangent ds too large')
                    break
                rNextMag = rNowMag
            else:
                inAtmosphere = False
                break
        if ds_step < 0.0:  # What is correct here?  Is this true for egress, or only in error?  8/1/14 I commented out if statement,
            # but only print statement was indented
            print('Error:  ds < 0  ({}:  r.s={}, ds={}, [{},{}])'.format(
                direction, rdots, ds_step, dsp, dsm))
            inAtmosphere = False
            break

        if atm.config.limb == 'sec':  # overwrite ds_step with secant version
            ds_step = abs(rNextMag - rNowMag) / mu

        # append to return arrays
        ds.append(ds_step)
        layer4ds.append(layer)
        r4ds.append(rNowMag)
        P4ds.append(atm.gas[atm.config.C['P']][layer])
        doppler.append(dopp)

        # get next step, double-check r value (and compute n, etc)
        rnext = r[i] + ds[i + 1] * s[i + 1]
        pclat = utils.r2d(
            math.asin(np.dot(rnext, yHat) / np.linalg.norm(rnext)))
        delta_lng = utils.r2d(
            math.atan2(np.dot(rnext, xHat), np.dot(rnext, zHat)))
        r2 = geoid.calcShape(atm, req[layer + raypathdir[direction]], pclat,
                             delta_lng)
        if abs(r2 - rNextMag) > 2.0 and layer != 0:
            print('Warning:  {} != {} ({} km) at layer {}'.format(
                r2, rNextMag, r2 - rNextMag, layer))
        r.append(rnext)  # which is also geoid.r, or should be
        n.append(geoid.n)

        # get new incident angle
        layer += raypathdir[direction]
        if direction == 'tangent':
            direction = 'egress'
            t_inc.append(np.pi / 2.0)
        else:
            try:
                t_inc.append(
                    math.acos(-raypathdir[direction] *
                              np.dot(s[i + 1], n[i + 1])))
            except ValueError:
                print(
                    't_inc ValueError |s_(i+1)| = {}, |n_(i+1)| = {} - set to previous'
                    .format(np.linalg.norm(s[i + 1]),
                            np.linalg.norm(n[i + 1])))
                t_inc.append(t_inc[i])
                inAtmosphere = False
                break
        i += 1

        # get refractive index ratio and check for exit
        try:
            nratio = nr[layer] / nr[layer + raypathdir[direction]]
            nratio = 1.0
            try:
                t_tmp = math.asin(nratio * math.sin(t_inc[-1]))
            except ValueError:
                t_tmp = nratio * np.pi / 2.0
            t_tran.append(t_tmp)
        except IndexError:
            inAtmosphere = False
        # ## end loop ###

    # Get rid of the first entry, which was just used to make indexing in loop consistent
    del ds[0], layer4ds[0], r4ds[0], P4ds[0]
    dsmu = []
    for i in range(min(len(ds), len(r4ds)) - 1):
        if abs(r4ds[i] - r4ds[i + 1]) < 1E-6:
            dsmuappend = 0.001
        else:
            dsmuappend = ds[i] / (r4ds[i] - r4ds[i + 1])
        dsmu.append(dsmuappend)
    path.update(ds=ds,
                layer4ds=layer4ds,
                r4ds=r4ds,
                P4ds=P4ds,
                doppler=doppler,
                tip=tip,
                rotate=rotate,
                rNorm=rNorm)
    if plot:
        plt.figure('test_ds')
        plt.plot(dsmu)
        plt.plot([0, 1499], [1.0 / mu, 1.0 / mu])
        plotStuff(r=np.array(r), ray=path)
    del s, r, n, ds, layer4ds, r4ds, P4ds, geoid, req, nr
    return path
コード例 #22
0
ファイル: shape.py プロジェクト: emolter/pyplanet
 def printShort(self):
     s = '%s:  gamma = %.2f, lat = %.2f, lng = %.2f, |r|=%.2f km\n' % (
         self.gtype, u.r2d(self.gamma), u.r2d(
             self.pclat), u.r2d(self.delta_lng), self.rmag)
     print(s)
     return s
コード例 #23
0
ファイル: view.py プロジェクト: feisuzhu/thbattle
    def __init__(self, game, *a, **k):
        self.selection_change = ObservableEvent()

        self.game = game

        Control.__init__(self, can_focus=True, *a, **k)

        self.keystrokes = '\x00'
        self.char_portraits = None

        self.deck_indicator = DeckIndicator(
            parent=self, x=30, y=660, width=50, height=25,
        )

        self.handcard_area = HandCardArea(
            parent=self, view=self, x=238, y=9, zindex=3,
            width=93*5+42, height=145,
        )

        self.deck_area = PortraitCardArea(
            parent=self, width=1, height=1,
            x=self.width//2, y=self.height//2, zindex=4,
        )

        self.btn_afk = OptionButton(
            parent=self, zindex=1, conf=(
                (u'让⑨帮你玩', Colors.blue, False),
                (u'⑨在帮你玩', Colors.orange, True),
            ), **r2d((30, 625, 75, 25))
        )

        self.gameintro_icon = GameIntroIcon(
            parent=self, game=game,
            **r2d((690, 630, 25, 25))
        )

        self.dropcard_area = DropCardArea(
            parent=self, x=0, y=324, zindex=3,
            width=820, height=125,
        )

        class Animations(pyglet.graphics.Batch, Control):
            def __init__(self, **k):
                pyglet.graphics.Batch.__init__(self)
                Control.__init__(
                    self, x=0, y=0,
                    width=0, height=0, zindex=2,
                    **k
                )
                self.animations = []

            def delete(self):
                Control.delete(self)
                for a in self.animations:
                    a.delete()

            def hit_test(self, x, y):
                return False

        self.animations = Animations(parent=self)
        self.selecting_player = 0
        self.action_params = {}
コード例 #24
0
ファイル: shape.py プロジェクト: david-deboer/pyplanet
 def __str__(self):
     s = '-------------------------Geoid---------------------------\n'
     s += 'type:  %s, gamma = %.2f deg, lat = %.2f deg, lng = %.2f\n' % (self.gtype, u.r2d(self.gamma), u.r2d(self.pclat), u.r2d(self.delta_lng))
     s += 'r = [%.2f,  %.2f,  %.2f] km, |r| = %.2f km\n' % (self.r[_X], self.r[_Y], self.r[_Z], self.rmag)
     s += 'n = [%.4f,  %.4f,  %.4f]\n' % (self.n[_X], self.n[_Y], self.n[_Z])
     s += 't = [%.4f,  %.4f,  %.4f]\n' % (self.t[_X], self.t[_Y], self.t[_Z])
     s += 'g = [%.6f,  %.6f], |g| = %.6f\n' % (self.g[0], self.g[1], self.gmag)
     s += '---------------------------------------------------------\n'
     return s
コード例 #25
0
    def on_message(self, _type, *args):
        rst = handle_chat(_type, args)
        if rst:
            self.chat_box.append(rst)
            return

        elif _type == 'game_started':
            from utils import notify
            notify(u'东方符斗祭 - 游戏提醒', u'游戏已开始,请注意。')
            self.remove_control(self.panel)
            self.add_control(self.gameui)
            self.gameui.init()
            self.game.start()

        elif _type == 'end_game':
            self.remove_control(self.gameui)
            self.add_control(self.panel)
            g = args[0]

        elif _type == 'client_game_finished':
            g = args[0]
            g.ui_meta.ui_class.show_result(g)

        elif _type in ('game_left', 'fleed'):
            GameHallScreen().switch()

        elif _type == 'game_joined':
            # last game ended, this is the auto
            # created game
            self.game = args[0]
            self.panel.btn_getready.state = Button.NORMAL
            self.gameui = self.ui_class(
                parent=False, game=self.game,
                **r2d((0, 0, 820, 720))
            )
            SoundManager.switch_bgm(common_res.bgm_hall)
            self.backdrop = common_res.bg_ingame.get()
            self.set_color(Colors.green)
            self.events_box.clear()

        elif _type == 'game_crashed':
            ConfirmBox(
                u'游戏逻辑已经崩溃,请退出房间!\n'
                u'这是不正常的状态,你可以报告bug。\n'
                u'游戏ID:%d' % self.game.gameid,
                parent=self
            )
            from __main__ import do_crashreport
            do_crashreport()

        elif _type == 'observe_request':
            uid, uname = args[0]
            box = ConfirmBox(
                u'玩家 %s 希望旁观你的游戏,是否允许?\n'
                u'旁观玩家可以看到你的手牌。' % uname,
                parent=self, buttons=((u'允许', True), (u'不允许', False)), default=False
            )

            @box.event
            def on_confirm(val, uid=uid):
                Executive.call('observe_grant', ui_message, [uid, val])

        elif _type == 'observer_enter':
            obuid, obname, uname = args[0]
            self.chat_box.append(
                u'|B|R>> |r|c0000ffff%s|r[|c9100ffff%d|r]|r趴在了|c0000ffff%s|r身后\n' % (obname, obuid, uname)
            )

        elif _type == 'observer_leave':
            obuid, obname, uname = args[0]
            self.chat_box.append(
                u'|B|R>> |r|c0000ffff%s|r飘走了\n' % obname
            )

        else:
            Screen.on_message(self, _type, *args)