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game_modi.py
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game_modi.py
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# KIVY
from kivy.uix.screenmanager import Screen
from kivy.app import App
from kivy.properties import *
from kivy.vector import Vector
from kivy.graphics import Line, Color
# BUILTIN
from random import randint
import math
# CUSTOM
from mainscreen_ui import Gamezone
'''
Module for game add-mode controls.
Starts with abstract class GameMode nearly all specific modes inherit from.
Each class inheriting from GameMode represents a mode selected from AddMenuPanel
in MainScreen and implements a specific behaviour for touch-events we get from
gamezone widget.
Main purpose of this mpdule is to avoid code duplication for game modes adding
bodies to the simulation.
'''
class GameMode(object):
def __init__(self, gamezone, body='', draw_trajectory=False, sizeable=False,
slider_label='', **kwargs):
self.gamezone = gamezone
self.body = body
self.logic = App.get_running_app().logic
self.slider_label = slider_label
self.draw_trajectory = draw_trajectory
self.radial_coordinates = list(self.circle_coords(6, 0, 0))
self.distance = 0
self.sizeable = sizeable
if self.sizeable:
self.settings = kwargs.get('settings')
self.slider_value = self.settings['min'] + self.settings['step']*5
if self.body != '':
# stuff for trajectory calculation
min_mass_key = 'min_{}_mass'.format(self.body)
self.min_mass = self.logic.settings[min_mass_key]
density_key = '{}_density'.format(self.body)
self.density = self.logic.settings[density_key]
def calc_velocity(self, touch):
ud = touch.ud
touchdownv = Vector(ud['firstpos_local'])
curpos_local = self.gamezone.to_local(touch.pos[0], touch.pos[1])
touchupv = Vector(curpos_local)
# velocity = (touchupv - touchdownv) / 25
velocity = (touchupv - touchdownv).normalize() * (touchupv - touchdownv).length() ** 0.3
return velocity
def prepare_touch(self, touch):
ud = touch.ud
ud['firstpos'] = touch.pos
ud['group'] = str(touch.uid)
ud['firstpos_local'] = self.gamezone.to_local(touch.pos[0], touch.pos[1])
def trajectory_start(self, touch):
ud = touch.ud
with self.gamezone.parent.canvas:
ud['lines'] = [
Line(points=(touch.x, touch.y, touch.x + 1, touch.y + 1),
width=1, group=ud['group'])]
def trajectory_complex(self, touch):
ud = touch.ud
curpos_local = self.gamezone.to_local(touch.pos[0], touch.pos[1])
mplanet_d = self.logic.find_major_body(curpos_local)
# fall back to simple if we got no major body, e.g. first body
if not mplanet_d:
self.trajectory_line(touch)
return
# prepare new temporary body dict
velocity = self.calc_velocity(touch)
mass = self.slider_value
tplanet_d = {
'position_x': ud['firstpos_local'][0],
'position_y': ud['firstpos_local'][1],
'velocity_x': velocity.x,
'velocity_y': velocity.y,
'density': self.density,
'mass': mass,
}
trajectory = self.logic.tape.simple_trajectory(mplanet_d, tplanet_d)
trajectory_tuple = tuple()
for point in trajectory:
t_point = self.gamezone.to_parent(*point)
trajectory_tuple += t_point
points = (ud['firstpos'][0], ud['firstpos'][1])
points += trajectory_tuple
ud['lines'][0].points = points
def trajectory_line(self, touch):
ud = touch.ud
ud['lines'][0].points = (ud['firstpos'][0], ud['firstpos'][1],
touch.x, touch.y)
def touch_down(self, touch):
pass
def touch_move(self, touch):
pass
def touch_up(self, touch):
pass
def circle_coords(self, R, cx, cy):
'''
get coordinates radial from center for circle with radius R
'''
radius = int(R)
yielded = []
for radius_step in range(1, radius + 1):
for angle_index in range(2**(radius_step + 1)):
angle = angle_index * math.pi / (2 ** radius_step)
x = int(math.cos(angle) * radius_step)
y = int(math.sin(angle) * radius_step)
if (x, y) not in yielded:
yielded.append((x, y))
yield x+cx, y+cy
class AddBodyMode(GameMode):
def touch_down(self, touch):
touch.push()
self.prepare_touch(touch)
self.trajectory_start(touch)
touch.grab(self.gamezone)
touch.pop()
def touch_move(self, touch):
if touch.grab_current is not self.gamezone:
return
touch.push()
ud = touch.ud
if self.draw_trajectory:
self.trajectory_complex(touch)
else:
self.trajectory_line(touch)
touch.pop()
def touch_up(self, touch):
if touch.grab_current is not self.gamezone:
return
touch.push()
ud = touch.ud
velocity = self.calc_velocity(touch)
# mass = self.logic.slider_value # self.min_mass
mass = self.slider_value
self.logic.add_body(
body=self.body,
pos=ud['firstpos_local'],
vel=(velocity.x, velocity.y),
mass=mass,
density=self.density
)
self.gamezone.parent.canvas.remove_group(ud['group'])
self.logic.temp_planet_d = None
touch.ungrab(self.gamezone)
touch.pop()
class AddBodyMode_Multi(AddBodyMode):
def touch_up(self, touch):
if touch.grab_current is not self.gamezone:
return
touch.push()
ud = touch.ud
velocity = self.calc_velocity(touch)
newmass = 5
# body_count = int(self.logic.slider_value)
body_count = int(self.slider_value)
random_pos = body_count * 2
random_vel = 1
for x, y in self.radial_coordinates[:body_count]:
randpos = (
ud['firstpos_local'][0] + x*35,
ud['firstpos_local'][1] + y*35
)
randvel = (velocity.x + randint(-random_vel, random_vel),
velocity.y + randint(-random_vel, random_vel))
self.logic.add_body(
pos=randpos,
vel=randvel,
mass=self.min_mass,
body=self.body,
density=self.density
)
self.gamezone.parent.canvas.remove_group(ud['group'])
self.logic.temp_planet_d = None
touch.ungrab(self.gamezone)
touch.pop()
class ZoomMode(GameMode):
'''
Select body if a body is hit or call scatter object zooming functionality
'''
def touch_down(self, touch):
touch.push()
touch.apply_transform_2d(self.gamezone.to_local)
for body in self.gamezone.children:
if body.collide_point(touch.x, touch.y):
self.logic.select_planet(body)
touch.pop()
super(Gamezone, self.gamezone).on_touch_down(touch)
def touch_move(self, touch):
super(Gamezone, self.gamezone).on_touch_move(touch)
def touch_up(self, touch):
super(Gamezone, self.gamezone).on_touch_up(touch)
# mode may have switched so delete trajectory if group is found
ud = touch.ud
group = ud.get('group')
if group is not None:
self.gamezone.parent.canvas.remove_group(ud['group'])
class DelMode(GameMode):
def touch_down(self, touch):
touch.push()
touch.apply_transform_2d(self.gamezone.to_local)
for body in self.gamezone.children:
if body.collide_point(touch.x, touch.y):
self.logic.delete_planet_widget(body)
break
touch.pop()