one-file-projects/pendel.py

126 lines
3.7 KiB
Python

#!/usr/bin/env python
from game import *
from random import randint
class Vector(object):
def __init__(self, x, y):
self.x = float(x)
self.y = float(y)
def __add__(self, other):
return Vector( self.x + other.x, self.y + other.y )
def __neg__(self):
return Vector( -self.x, -self.y )
def __mul__(self, other):
return Vector( self.x * other, self.y * other )
def __rmul__(self, other):
return self.__mul__(other)
def __div__(self, other):
return Vector( self.x / other, self.y / other )
def __truediv__(self, other):
return self.__div__( other )
def __sub__(self, other):
return self.__add__(other.__neg__())
def len(self):
return math.sqrt( self.x * self.x + self.y * self.y )
def astuple(self):
return ( int(self.x) , int(self.y) )
def __repr__(self):
return "( %.2f, %.2f )" % (self.x, self.y)
class PendelSim(Game):
def __init__(self):
super(PendelSim,self).__init__(1000,600, 60)
self.init_data()
self.mousedown = False
self.mousepos = (0,0)
self.pathsurface = pygame.Surface( (self._width, self._height) )
self.resetpath()
def resetpath(self):
BLACK = (0,0,0)
self.pathsurface.fill( BLACK )
def init_data(self):
self.staff_lengths = staff_lengths = [ randint(150,200), randint(100,200), randint(100,150) ]
fixed_joint = Vector( self._width/2, self._height/5 )
joint_a = fixed_joint - Vector(staff_lengths[0],0)
joint_b = joint_a - Vector(0,-staff_lengths[1])
joint_c = joint_b - Vector(-staff_lengths[2],0)
self.joints = [fixed_joint, joint_a, joint_b, joint_c ]
self.joint_speed = [ Vector(0,0), Vector(0,0), Vector(0,0), Vector(0,0) ]
self.old_joints = self.joints
def on_update(self, dtime):
new_joints = self.joints[:]
for i in range(1,4):
new_joints[i] += (0.99 * self.joint_speed[i] + Vector(0,40)) * dtime
if self.mousedown:
new_joints[1] = Vector(self.mousepos[0], self.mousepos[1])
for i in range(0,4-1):
relvec = new_joints[i+1] - new_joints[i]
relvec = (relvec * self.staff_lengths[i]) / relvec.len()
new_joints[i+1] = new_joints[i] + relvec
for i in range(0,4):
self.joint_speed[i] = (new_joints[i] - self.joints[i]) / dtime
self.old_joints = self.joints
self.joints = new_joints
def on_render(self, surface):
BLACK = (0,0,0)
RED = (255,0,0)
GREEN = (0,255,0)
WHITE = (255,255,255)
BLUE = (0,0,255)
staff_colors = [ GREEN, RED, BLUE ]
for i in range(2,4):
pygame.draw.line(self.pathsurface, staff_colors[(i-1)%3], self.old_joints[i].astuple(), self.joints[i].astuple(), 2)
surface.blit(self.pathsurface, (0,0))
for i in range(4-1):
pygame.draw.line(surface, staff_colors[i%3], self.joints[i].astuple(), self.joints[i+1].astuple(), 3)
for i in range(4):
pygame.draw.circle(surface, WHITE, self.joints[i].astuple(), 4)
pygame.display.flip()
def on_event(self, event):
if event.type == MOUSEBUTTONDOWN:
self.mousedown = True
self.mousepos = event.pos[:]
elif event.type == MOUSEBUTTONUP:
self.mousedown = False
self.mousepos = event.pos[:]
self.resetpath()
elif event.type == MOUSEMOTION:
self.mousepos = event.pos[:]
else:
super(PendelSim, self).on_event(event)
def main():
PendelSim().on_execute()
if __name__ == '__main__':
main()