Mosi: Multipendel
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102
pendel.py
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102
pendel.py
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#!/usr/bin/env python
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from game import *
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from random import randint
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class Vector(object):
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def __init__(self, x, y):
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self.x = float(x)
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self.y = float(y)
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def __add__(self, other):
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return Vector( self.x + other.x, self.y + other.y )
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def __neg__(self):
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return Vector( -self.x, -self.y )
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def __mul__(self, other):
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return Vector( self.x * other, self.y * other )
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def __rmul__(self, other):
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return self.__mul__(other)
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def __div__(self, other):
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return Vector( self.x / other, self.y / other )
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def __truediv__(self, other):
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return self.__div__( other )
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def __sub__(self, other):
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return self.__add__(other.__neg__())
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def len(self):
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return math.sqrt( self.x * self.x + self.y * self.y )
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def astuple(self):
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return ( int(self.x) , int(self.y) )
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def __repr__(self):
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return "( %.2f, %.2f )" % (self.x, self.y)
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class PendelSim(Game):
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def __init__(self):
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super(PendelSim,self).__init__(1000,600, 60)
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self.init_data()
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def init_data(self):
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self.staff_lengths = staff_lengths = [ randint(100,200) for i in range(3) ]
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fixed_joint = Vector( self._width/2, self._height/5 )
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joint_a = fixed_joint - Vector(staff_lengths[0],0)
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joint_b = joint_a - Vector(0,-staff_lengths[1])
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joint_c = joint_b - Vector(-staff_lengths[2],0)
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self.joints = [fixed_joint, joint_a, joint_b, joint_c ]
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self.joint_speed = [ Vector(0,0), Vector(0,0), Vector(0,0), Vector(0,0) ]
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def on_update(self, dtime):
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new_joints = self.joints[:]
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for i in range(1,4):
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new_joints[i] += (self.joint_speed[i] + Vector(0,40)) * dtime
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for i in range(0,4-1):
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relvec = new_joints[i+1] - new_joints[i]
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relvec = (relvec * self.staff_lengths[i]) / relvec.len()
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new_joints[i+1] = new_joints[i] + relvec
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for i in range(0,4):
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self.joint_speed[i] = (new_joints[i] - self.joints[i]) / dtime
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self.joints = new_joints
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def on_render(self, surface):
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BLACK = (0,0,0)
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RED = (255,0,0)
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GREEN = (0,255,0)
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WHITE = (255,255,255)
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BLUE = (0,0,255)
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staff_colors = [ RED, GREEN, BLUE ]
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surface.fill(BLACK)
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for i in range(4-1):
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pygame.draw.line(surface, staff_colors[i%3], self.joints[i].astuple(), self.joints[i+1].astuple(), 3)
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for i in range(4):
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pygame.draw.circle(surface, WHITE, self.joints[i].astuple(), 4)
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pygame.display.flip()
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def on_event(self, event):
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if event.type == MOUSEBUTTONDOWN:
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self.init_data()
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else:
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super(PendelSim, self).on_event(event)
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def main():
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PendelSim().on_execute()
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if __name__ == '__main__':
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main()
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