def main():
    pygame.init()

    width = 800
    height = 600
    screen = pygame.display.set_mode([width, height])
    screen_center = Vec2d(width / 2, height / 2)
    coords = Coords(screen_center.copy(), 1, True)
    zoom = 100
    coords.zoom_at_coords(Vec2d(0, 0), zoom)

    # Used to manage how fast the screen updates
    clock = pygame.time.Clock()

    # Create initial objects to demonstrate
    objects = []
    points = (
        Vec2d(0, 0),
        Vec2d(1, 0),
        Vec2d(0, 1),
    )
    zero = Vec2d(0, 0)
    objects.append(Polygon(zero, zero, 1, make_polygon(1.5, 5, 0, 1.5), RED))
    objects.append(Polygon(zero, zero, 1, make_polygon(2, 3, 0, 0.5), BLUE))
    # -------- Main Program Loop -----------\
    seconds_per_frame = 0.5
    frame_rate = 1 / seconds_per_frame
    done = False
    paused = True
    background_color = WHITE
    collided = False
    while not done:
        # --- Main event loop
        for event in pygame.event.get():
            if event.type == pygame.QUIT:  # If user clicked close
                done = True
                paused = True
            elif event.type == pygame.MOUSEBUTTONDOWN:
                paused = False
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    done = True
                    paused = True
                elif event.key == pygame.K_SPACE:
                    paused = not paused
                else:
                    paused = False

        if not paused:
            # If not overlapping, move objects to a new random position
            if not collided:
                for obj in objects:
                    x = uniform(width * 0.25, width * 0.75)
                    y = uniform(height * 0.25, height * 0.75)
                    obj.pos = coords.pos_to_coords(Vec2d(x, y))
                    obj.angle = uniform(0, degrees(360))
                    obj.update_points_normals()

            # Check for collision
            collided = False
            result = []
            for i1 in range(len(objects)):
                for i2 in range(i1):
                    if check_collision(objects[i1], objects[i2], result):
                        collided = True

        # Drawing
        if collided:
            background_color = YELLOW
        else:
            background_color = WHITE
        screen.fill(background_color)  # wipe the screen

        for obj in objects:
            obj.draw(screen, coords)  # draw object to screen

        if collided:
            (obj1, obj2, overlap, normal, point) = result
            pygame.draw.circle(screen, BLACK,
                               coords.pos_to_screen(point).int(), 5)
            pygame.draw.line(
                screen, BLACK,
                coords.pos_to_screen(point).int(),
                coords.pos_to_screen(point + overlap * normal).int())
            # Separate objects accoring to position
            """ Move obj1 overlap distance in the direction of normal. """

        # --- Update the screen with what we've drawn.
        pygame.display.update()

        # This limits the loop to the specified frame rate
        clock.tick(frame_rate)

    pygame.quit()
Exemplo n.º 2
0
def main():
    pygame.init()

    width = 1200
    height = 800

    levelLoader = LevelGenerator()  #Loads planet layouts into planet array

    screen = pygame.display.set_mode([width, height])
    screen_center = Vec2d(width / 2, height / 2)
    coords = Coords(screen_center.copy(), 1, True)
    # ^ Center of window is (0,0), scale is 1:1, and +y is up

    coords.zoom_at_coords(Vec2d(0, 0), 1)
    # ^Sets camera center

    # Used to manage how fast the screen updates
    clock = pygame.time.Clock()

    planets = []
    planets = levelLoader.loadLevel(levelLoader.getLevel())
    arrow = Arrow(10, Vec2d(-565, 0), Vec2d(-540, 0), Vec2d(0, 0))

    #textFont = pygame.font.Font(None, 144)

    #Strength of arrow shot. Will be divided by 60, adding roughly 1 to force per second
    powerMeter = 0
    arrowShootingTime = 30  #Time to apply force of shooting arrow in frames
    arrowShootingStart = False
    originalThrustVector = Vec2d(0, 0)

    frame_rate = 60
    playback_speed = 4
    dt = playback_speed / frame_rate
    done = False
    while not done:
        gameMouse = pygame.mouse
        # --- Main event loop
        for event in pygame.event.get():
            if event.type == pygame.QUIT:  # If user clicked close
                done = True
            if event.type == pygame.MOUSEBUTTONDOWN:
                if (not arrow.getActive()):
                    #Click and hold for power. Release to shoot
                    arrow.setCharging(True)
            if event.type == pygame.MOUSEBUTTONUP:
                if (not arrow.getActive()):
                    arrow.setActive(True)
                    arrow.setCharging(False)
                    arrowShootingStart = True
                    originalThrustVector = ForceCalculator.calculateThrust(
                        arrow.center, arrow.tip, powerMeter)
                    arrow.update_force(originalThrustVector)

        if (arrow.getActive()):
            if (arrowShootingTime > 0):
                arrowShootingTime -= 1
            #calculate all forces that would apply to arrow here
            forces = []
            for planet in planets:
                forces.append(
                    ForceCalculator.calculateGravity(arrow.center, arrow.mass,
                                                     planet.center,
                                                     planet.mass, -10))
            if (arrowShootingTime > 0):
                forces.append(originalThrustVector)
            else:
                powerMeter = 0
            forceSum = ForceCalculator.sumForces(forces)
            arrow.update_force(forceSum)
            print("Arrow is active")
        else:
            #Aim input here
            mouseTup = gameMouse.get_pos()
            mouseVec = Vec2d(mouseTup[0] - 1200, mouseTup[1])
            coordMouseVec = coords.pos_to_screen(mouseVec).int()
            arrow.rotateByMouse(coordMouseVec)
            if (arrow.getCharging()):
                powerMeter += 2
            print("Arrow is deactive")

        print("Power Meter:", powerMeter)
        # Drawing
        screen.fill(BLACK)  # wipe the screen
        for obj in planets:
            obj.draw(screen, coords)  # draw object to screen
            obj.update(dt)
        arrow.update(dt)
        arrow.draw(screen, coords)

        #mouseTup = gameMouse.get_pos()
        #mouseVec = Vec2d(mouseTup[0] - 1200, mouseTup[1])
        #coordMouseVec = coords.pos_to_screen(mouseVec).int()
        #arrow.rotateByMouse(coordMouseVec)
        #mousePosSurface = textFont.render("x: " + str(coordMouseVec[0]) + " y: " + str(coordMouseVec[1]), 0, WHITE)
        #screen.blit(mousePosSurface, (500,500))
        #print("Arrow is deactive")

        # --- Update the screen with what we've drawn.
        pygame.display.update()

        # This limits the loop to 60 frames per second
        clock.tick(frame_rate)

    pygame.quit()