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shape.py
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shape.py
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import pygame, collisions, math, sys
from pygame.locals import *
friction = 1
airResistance = 0.02
gravity = 0.2
stiffness = 0.1
radius = 60
numberOfPoints = 4
torque = 0.01
bounciness = 1.2
permeability = 1.2
WINDOWWIDTH = 1200
WINDOWHEIGHT = 800
TEXTCOLOR = (0, 0, 0)
BACKGROUNDCOLOR = (200, 200, 200)
MOUSEUP = 6
MOUSEDOWN = 5
mousePressed = False
mouseX = 0
mouseY = 0
FPS = 60
pygame.init()
mainClock = pygame.time.Clock()
windowSurface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Physics Game')
keys = []
for i in range(100000):
keys.append(False)
SPACE = 32
BACKSPACE = 8
ENTER = 13
PERIOD = 46
COMMA = 44
QUESTION = 47
EXCLAMATION = 49
LSHIFT = 304
RSHIFT = 303
QUOTE = 39
NUMPAD_LEFT = 260
NUMPAD_RIGHT = 262
NUMPAD_UP = 264
frameCount = 0
def pointLineDist(point, line):
a = math.dist(point, (line[0], line[1]))
b = math.dist(point, (line[2], line[3]))
c = math.dist((line[0],line[1]),(line[2],line[3]))
if a**2 > b**2+c**2:
return b
elif b**2 > a**2+c**2:
return a
else:
return math.sqrt(a**2-((c**2+a**2-b**2)/(c*2))**2)
def drawText(text, font, col, surface, x, y, **kwargs):
angle = kwargs.get("angle", 0)
textobj = pygame.transform.rotate(font.render(text, 1, col), angle)
textrect = textobj.get_rect()
textrect.center = (x, y)
surface.blit(textobj, textrect)
def drawTextCorner(text, font, col, surface, x, y, **kwargs):
angle = kwargs.get("angle", 0)
textobj = pygame.transform.rotate(font.render(text, 1, col), angle)
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)
def fontSize(size):
return pygame.font.SysFont(None, size)
def keyListener():
global mouseX
global mouseY
global keys
global mousePressed
event = pygame.event.get()
if len(event) > 0:
for i in range(len(event)):
if event[i].type == KEYDOWN:
#print(event[i].key)
keys[event[i].key] = True
elif event[i].type == KEYUP:
keys[event[i].key] = False
elif event[i].type == MOUSEDOWN:
mousePressed = True
elif event[i].type == MOUSEUP:
mousePressed = False
elif event[i].type == MOUSEMOTION:
mouseX = event[i].pos[0]
mouseY = event[i].pos[1]
elif event[i].type == QUIT:
pygame.quit()
sys.exit()
class Point:
def __init__(this, x, y, tpe):
this.x = x
this.y = y
this.mass = 1
this.type = tpe
this.v = [0, 0]
this.force = [0, 0]
this.friction = [0, 0]
this.connections = []
this.px = x
this.py = y
def update(this, friction):
this.v[0] += this.force[0]/this.mass
this.v[1] += this.force[1]/this.mass
this.v[0] /= 1+airResistance+abs(this.friction[0]*friction)
this.v[1] /= 1+airResistance+abs(this.friction[1]*friction)
this.vMag = math.dist((0,0), this.v)
this.force = [0, 0]
this.friction = [0, 0]
this.px = this.x
this.py = this.y
this.x += this.v[0]
this.y += this.v[1]
class Shape:
def __init__(this, points):
this.points = points
this.lengths = []
for i in range(len(points)):
for j in range(len(points)):
if i == j:
continue
else:
this.points[i].connections.append([j, math.dist((points[i].x,points[i].y),(points[j].x,points[j].y))])
x = 0
y = 0
for i in this.points:
x += i.x
y += i.y
x /= len(this.points)
y /= len(this.points)
this.center = [x, y]
def gravity(this, gravity):
for i in range(len(this.points)):
this.points[i].force[1] += this.points[i].mass*gravity
def update(this, friction):
this.turn(keys, torque)
this.holdTogether(stiffness)
for i in range(len(this.points)):
this.points[i].update(friction)
this.updateCenter()
def turn(this, keys, mag):
if keys[K_LEFT]:
m = -mag
elif keys[K_RIGHT]:
m = mag
else:
m = 0
for i in range(len(this.points)):
this.points[i].force[0] += m*(this.center[1]-this.points[i].y)
this.points[i].force[1] -= m*(this.center[0]-this.points[i].x)
def holdTogether(this, mag):
for i in range(len(this.points)):
thisPoint = this.points[i]
for j in range(len(thisPoint.connections)):
otherPoint = this.points[this.points[i].connections[j][0]]
target = thisPoint.connections[j][1]
distance = math.dist((otherPoint.x, otherPoint.y), (thisPoint.x, thisPoint.y))-target
this.points[i].force[0] -= (thisPoint.x-otherPoint.x)*distance*mag/target
this.points[i].force[1] -= (thisPoint.y-otherPoint.y)*distance*mag/target
def updateCenter(this):
x = 0
y = 0
for i in this.points:
x += i.x
y += i.y
x /= len(this.points)
y /= len(this.points)
this.center = [x, y]
def collide(this, blocks, mag, position):
for i in range(len(this.points)):
point = this.points[i]
for block in blocks:
if point.x > block.minX and point.x < block.maxX and point.y > block.minY and point.y < block.maxY:
if collisions.pointToPoly((point.x, point.y), block.points):
best = 10000000
index = 0
for j in range(len(block.points)):
if j == len(block.points)-1:
line = [block.points[j][0], block.points[j][1], block.points[0][0], block.points[0][1]]
else:
line = [block.points[j][0], block.points[j][1], block.points[j+1][0], block.points[j+1][1]]
distance = pointLineDist((point.x,point.y), line)
if distance < best:
col = False
for connection in point.connections:
con = this.points[connection[0]]
if collisions.line2line(line, (con.px,con.py,point.px,point.py)) or collisions.line2line(line, (con.x,con.y,point.x,point.y)):
col = True
break
if col:
best = distance
index = j
if index == len(block.points)-1:
line = [block.points[index][0], block.points[index][1], block.points[0][0], block.points[0][1]]
else:
line = [block.points[index][0], block.points[index][1], block.points[index+1][0], block.points[index+1][1]]
momentumAngle = math.atan2(point.v[1]+point.force[1], point.v[0]+point.force[0])
slopeAngle = math.atan2(line[3]-line[1], line[2]-line[0])
while momentumAngle-slopeAngle > math.pi:
momentumAngle -= 2*math.pi
while momentumAngle-slopeAngle < -math.pi:
momentumAngle += 2*math.pi
magnitude = math.sin(momentumAngle-slopeAngle)*math.dist((0,0),(point.v[0]+point.force[0], point.v[1]+point.force[1]))
this.points[i].force[0] += magnitude*mag*(line[3]-line[1])/math.dist((line[0],line[1]),(line[2],line[3]))
this.points[i].force[1] -= magnitude*mag*(line[2]-line[0])/math.dist((line[0],line[1]),(line[2],line[3]))
this.points[i].x += best*position*(line[3]-line[1])/math.dist((line[0],line[1]),(line[2],line[3]))
this.points[i].y -= best*position*(line[2]-line[0])/math.dist((line[0],line[1]),(line[2],line[3]))
this.points[i].friction[0] = magnitude*(line[2]-line[0])/math.dist((line[0],line[1]),(line[2],line[3]))
this.points[i].friction[1] = magnitude*(line[3]-line[1])/math.dist((line[0],line[1]),(line[2],line[3]))
#this.points[i].force[0] -= best*friction*(line[2]-line[0])/math.dist((line[0],line[1]),(line[2],line[3]))
#this.points[i].force[1] -= best*friction*(line[3]-line[1])/math.dist((line[0],line[1]),(line[2],line[3]))
def collideEnd(this, end):
for point in this.points:
for connect in point.connections:
point2 = this.points[connect[0]]
line1 = [point.x, point.y, point2.x, point2.y]
for i in range(4):
if i == 0:
line2 = [end[0], end[1], end[0]+20, end[1]]
elif i == 1:
line2 = [end[0]+20, end[1]+20, end[0]+20, end[1]]
elif i == 2:
line2 = [end[0]+20, end[1]+20, end[0], end[1]+20]
else:
line2 = [end[0], end[1], end[0]+20, end[1]]
if collisions.line2line(line1, line2):
keys[ENTER] = True
return 1
return 0
def draw(this, surface):
for i in range(len(this.points)):
for j in range(len(this.points)):
if i == j:
continue
pygame.draw.line(surface, (0,0,0), (this.points[i].x-this.center[0]+WINDOWWIDTH/2, this.points[i].y-this.center[1]+WINDOWHEIGHT/2), (this.points[j].x-this.center[0]+WINDOWWIDTH/2, this.points[j].y-this.center[1]+WINDOWHEIGHT/2))
pygame.draw.ellipse(surface, (0,0,0), (this.points[i].x-this.center[0]+WINDOWWIDTH/2-this.points[i].mass*10/2, this.points[i].y-this.center[1]+WINDOWHEIGHT/2-this.points[i].mass*10/2, this.points[i].mass*10, this.points[i].mass*10))
def setPlayer(lvl):
global shapes
playerPoints = []
for p in shapes[lvl]:
playerPoints.append(Point(p[0],p[1],p[2]))
return Shape(playerPoints)
def roundTo(num, nearest):
return round(num/nearest)*nearest
class Block:
def __init__(this, points):
this.points = points
this.minX = 10000000
this.minY = 10000000
this.maxX = -1000000
this.maxY = -1000000
for point in points:
if point[0] < this.minX:
this.minX = point[0]
if point[0] > this.maxX:
this.maxX = point[0]
if point[1] < this.minY:
this.minY = point[1]
if point[1] > this.maxY:
this.maxY = point[1]
def edit(this, mouseX, mouseY, mousePressed):
for i in range(len(this.points)):
if mousePressed and math.dist((mouseX+cam[0], mouseY+cam[1]), (this.points[i][0], this.points[i][1])) < 20:
this.points[i][0] = roundTo(mouseX+cam[0], 10)
this.points[i][1] = roundTo(mouseY+cam[1], 10)
return True
return False
blocks = [
[
Block([[0, 200], [150, 280], [630, 230], [650, 350], [50, 500]]),
Block([[150, 100], [250, 100], [250, 120], [150, 120]]),
Block([[30, -30], [250, -30], [250, -10], [0, -10], [0, -300], [30, -300]]),
Block([[300, -30], [770, -30], [770, -300], [800, -300], [800, -10], [650, -10], [650, 190], [600, 190], [600, -10], [300, -10]]),
Block([[650, -100], [650, -300], [680, -300], [680, -100]]),
Block([[770, 400], [1000, 180], [1070, 170], [830, 400]]),
Block([[670, 200], [850, 130], [850, 150], [730, 200]]),
],
[
Block([[-170, 270], [200, 100], [200, 130], [-160, 290]]),
Block([[20, 170], [-20, 180], [-110, -90], [130, -190], [140, -170], [-80, -70], [-30, 50]]),
Block([[-20, 100], [-20, 140], [-120, 140], [-120, 100]]),
Block([[-80, -20], [-60, 10], [-130, 20], [-130, -10]]),
Block([[-210, 220], [-140, 280], [-160, 290], [-210, 250]]),
],
]
shapes = [
[
[950, 170, "normal"],
[1010, 230, "normal"],
[950, 290, "normal"],
[890, 230, "normal"],
],
[
[0, -60, "normal"],
[60, 0, "normal"],
[0, 60, "normal"],
[-60, 0, "normal"],
],
]
ends = [
[750, -100],
[1000, 1000],
]
lvl = 1
player = setPlayer(lvl)
while True:
if keys[K_p]:
keys[K_p] = False
print("[")
for i in range(len(blocks[lvl])):
print("Block("+str(blocks[lvl][i].points)+"),")
print("],")
if keys[ENTER]:
player = setPlayer(lvl)
if keys[ENTER]:
if keys[K_UP]:
cam[1] -= 5
elif keys[K_DOWN]:
cam[1] += 5
if keys[K_LEFT]:
cam[0] -= 5
elif keys[K_RIGHT]:
cam[0] += 5
else:
cam = [player.center[0]-WINDOWWIDTH/2, player.center[1]-WINDOWHEIGHT/2]
if keys[SPACE]:
keys[SPACE] = False
blocks[lvl].append(Block([]))
elif keys[K_a]:
keys[K_a] = False
blocks[lvl][len(blocks[lvl])-1].points.append(mouseX, mouseY)
windowSurface.fill(BACKGROUNDCOLOR)
keyListener()
edited = False
for i in range(len(blocks[lvl])):
if blocks[lvl][i].edit(mouseX, mouseY, mousePressed):
keys[ENTER] = True
edited = True
if mousePressed and not edited:
blocks[lvl][len(blocks[lvl])-1].points.append([roundTo(mouseX+cam[0], 10), roundTo(mouseY+cam[1], 10)])
keys[ENTER] = True
mousePressed = False
camBlocks = []
for block in blocks[lvl]:
camBlocks.append([])
for point in block.points:
camBlocks[len(camBlocks)-1].append([point[0]-cam[0], point[1]-cam[1]])
for block in camBlocks:
if len(block) > 2:
pygame.draw.polygon(windowSurface, (100,100,100), block)
elif len(block) > 1:
pygame.draw.line(windowSurface, (100,100,100), block[0], block[1])
elif len(block) > 0:
pygame.draw.ellipse(windowSurface, (100,100,100), (block[0][0]-1,block[0][0]-1,2,2))
pygame.draw.rect(windowSurface, (0, 255, 255), (ends[lvl][0]-cam[0], ends[lvl][1]-cam[1], 20, 20))
player.gravity(gravity)
player.collide(blocks[lvl], bounciness, permeability)
player.update(friction)
player.draw(windowSurface)
lvl += player.collideEnd(ends[lvl])
pygame.display.update()
mainClock.tick(FPS)