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simulator.py
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simulator.py
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import pygame, time, random, sys
from pygame.locals import *
# World size
width = 500
height = 500
#SETUP
pygame.init()
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption("Physics Simulator")
#GLOBALS
clock = pygame.time.Clock()
gravity = 1
mass = 50
friction = 10
p = [50, 50, 100, 100]
############################## - MAINLOOP - ##############################
# Objects
class Item():
mass = 1
xvel = 0
yvel = 0
weight = gravity * mass
p = [50, 50, 100, 100]
def validate(self):
""" Validates that it's not colided with the wall """
# x validate
if self.p[0] <= 0:
self.p[0] = 0
self.xvel *= -0.5
elif self.p[0] > self.calculate_side():
self.p[0] = self.calculate_side()
self.xvel *= -0.5
# y validate
if self.p[1] <= 0:
# top
self.p[1] = 0
self.yvel *= -0.5
elif self.p[1] > self.calculate_base():
# bottom
self.p[1] = self.calculate_base()
self.yvel *= -0.5
def debug(self, message):
if Debug:
print "[debug] %s" % message
def calculate_base(self):
""" Calculates the base of the object """
bottom_item = height - self.p[3]
base = bottom_item
return base
def calculate_side(self):
""" Calculates the right side of the object """
return width - self.p[2]
def clicked(self, pos):
""" Returns if the block has been clicked on """
if pos[0] < self.p[0]:
return False
# pointer is on or below block
if pos[0] > (self.p[1] + self.p[2]):
return False
# now need to check the x axis
if pos[1] < self.p[1]:
return False
if pos[1] > (self.p[1] + self.p[3]):
return False
return True # yay!
class Block(Item):
def __init__(self):
self.mass = 5
self.ydiff = 0
self.xdiff = 0
def show(self):
"""Draws block"""
self.apply_volocity()
self.validate()
pygame.draw.rect(screen, (0, 255, 0), tuple(self.p))
def apply_volocity(self):
if Gravity:
# okay gravity is on, lets apply it!
if not (self.ydiff or self.xdiff):
self.debug("setting the ydiff = %s" % self.weight)
self.ydiff = self.weight
self.xvel += self.xdiff
self.yvel += self.ydiff
# apply volocity
self.p[0] += self.xvel
self.p[1] += self.yvel
##
# Settings
##
Friction = True
Gravity = True
Debug = False
_END = False
##
# Object instansiation
##
object_list = [Block()]
object_list[0].p = [200, 200, 100, 100]
while not _END:
for event in pygame.event.get():
if event.type == QUIT:
_END = True
break
if event.type == pygame.KEYDOWN:
if event.key == K_f:
if Friction:
Friction = False
else:
Friction = True
elif event.key == K_g:
if Gravity:
Gravity = False
else:
Gravity = True
elif event.key == K_q:
_END = True
break
elif event.key == K_d:
if Debug:
print "Turning debug mode off"
Debug = False
else:
print "Turning debug mode on"
Debug = True
if _END:
break
##
# Code
##
screen.fill((0,0,0))
r_mouse_button = pygame.mouse.get_pressed()[0]
if r_mouse_button:
mouse_position = pygame.mouse.get_pos()
#Make sure gravity is good stuff :P
for item in object_list:
if r_mouse_button:
# okay the right mouse button has been pressed
item.clicked(mouse_position)
#if starting_
item.show()
pygame.display.flip()
clock.tick(60)
pygame.quit()