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A15c_2D_perfect_kiss_serverN.txt
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A15c_2D_perfect_kiss_serverN.txt
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# Filename: A15c_2D_perfect_kiss_serverN.py
# Written by: James D. Miller
# 5:30 PM Sat May 18, 2019
import sys, os
import pygame
import datetime
import math
import random
import time
import commands, platform
import inspect
# PyGame Constants
from pygame.locals import *
from pygame.color import THECOLORS
# PyGame gui
from pgu import gui
# Import the vector class from a local module (in this same directory)
from vec2d_jdm import Vec2D
# Networking
from PodSixNet.Server import Server
from PodSixNet.Channel import Channel
import socket
# Argument parsing...
import argparse
#=====================================================================
# Classes
#=====================================================================
class ClientChannel(Channel):
def __init__(self, *args, **kwargs):
Channel.__init__(self, *args, **kwargs)
# def Network(self, data):
# #print "Client State Dictionary:", data
# #print "Network, data['ID']", data['ID']
# pass
def Network_CN(self, data):
#global env
# Store incoming data in the client objects.
speaking_client_name = 'C' + str(data['ID'])
# Check to make sure that this client is still in the client dictionary.
if speaking_client_name in env.clients:
# Mouse controls.
env.clients[speaking_client_name].cursor_location_px = data['mXY'] # mouse x,y
env.clients[speaking_client_name].buttonIsStillDown = data['mBd'] # mouse button down (true/false)
env.clients[speaking_client_name].mouse_button = data['mB'] # mouse button number (1,2,3,0)
# Jet controls.
# Make the s key behave as a toggle.
# If key is up, make it ready to accept the down ('D') event.
if (data['s'] == 'U'):
env.clients[speaking_client_name].key_s_onoff = 'ON'
env.clients[speaking_client_name].key_s = data['s']
# If getting 'D' from network client and the key is enabled.
elif (env.clients[speaking_client_name].key_s_onoff == 'ON'):
env.clients[speaking_client_name].key_s = data['s']
env.clients[speaking_client_name].key_a = data['a']
env.clients[speaking_client_name].key_d = data['d']
env.clients[speaking_client_name].key_w = data['w']
# Control for stopping all objects (f for freeze).
env.clients[speaking_client_name].key_f = data['f']
# Gun controls.
# Make the k key behave as a toggle.
# If key is up, make it ready to accept the down ('D') event.
if (data['k'] == 'U'):
env.clients[speaking_client_name].key_k_onoff = 'ON'
env.clients[speaking_client_name].key_k = data['k']
# If getting 'D' from network client and the key is enabled.
elif (env.clients[speaking_client_name].key_k_onoff == 'ON'):
env.clients[speaking_client_name].key_k = data['k']
env.clients[speaking_client_name].key_j = data['j']
env.clients[speaking_client_name].key_l = data['l']
env.clients[speaking_client_name].key_i = data['i']
env.clients[speaking_client_name].key_space = data[' ']
# Keep track of client activity...
env.clients[speaking_client_name].sendCount += 1
def Close(self):
print "A network client game pad has been closed."
class GameServer(Server):
channelClass = ClientChannel
def __init__(self, *args, **kwargs):
Server.__init__(self, *args, **kwargs)
self.client_count = 0
# This runs when each client connects.
def Connected(self, channel, addr):
#print 'new connection (channel, addr):', channel, addr
self.client_count += 1
if (self.client_count <= 10):
channel.Send({"action": "hello", "P_ID":self.client_count})
client_name = 'C' + str(self.client_count)
# Make a client and put it in the clients list.
env.clients[client_name] = Client(env.client_colors[client_name])
# Add the channel as an attribute of the client. Use this to Send to this client.
env.clients[client_name].channel = channel
else:
channel.Send({"action": "hello", "P_ID":0})
print "self.client_count =", self.client_count
class Client:
def __init__(self, cursor_color):
self.cursor_location_px = (0,0) # x_px, y_px
self.mouse_button = 1 # 1, 2, or 3
self.buttonIsStillDown = False
self.channel = 0
# Jet
self.key_a = "U"
self.key_s = "U"
self.key_s_onoff = "ON"
self.key_d = "U"
self.key_w = "U"
# Gun
self.key_j = "U"
self.key_k = "U"
self.key_k_onoff = "ON"
self.key_l = "U"
self.key_i = "U"
self.key_space = "U"
# Freeze it
self.key_f = "U"
# Zoom
self.key_b = "U"
self.key_n = "U"
self.key_m = "U"
self.key_h = "U"
self.key_lctrl = 'U'
self.selected_puck = None
self.cursor_color = cursor_color
self.bullet_hit_count = 0
self.bullet_hit_limit = 50.0
self.previousSendCount = 0
self.sendCount = 0
self.active = False
# Define the nature of the cursor strings, one for each mouse button.
self.mouse_strings = {'string1':{'c_drag': 2.0, 'k_Npm': 60.0},
'string2':{'c_drag': 0.2, 'k_Npm': 2.0},
'string3':{'c_drag': 20.0, 'k_Npm': 1000.0}}
def calc_string_forces_on_pucks(self):
# Calculated the string forces on the selected puck and add to the aggregate
# that is stored in the puck object.
# Only check for a selected puck if one isn't already selected. This keeps
# the puck from unselecting if cursor is dragged off the puck!
if (self.selected_puck == None):
if self.buttonIsStillDown:
self.selected_puck = air_table.checkForPuckAtThisPosition(self.cursor_location_px)
else:
if not self.buttonIsStillDown:
# Unselect the puck and bomb out of here.
self.selected_puck.selected = False
self.selected_puck = None
return None
# Use dx difference to calculate the hooks law force being applied by the tether line.
# If you release the mouse button after a drag it will fling the puck.
# This tether force will diminish as the puck gets closer to the mouse point.
dx_2d_m = env.ConvertScreenToWorld(Vec2D(self.cursor_location_px)) - self.selected_puck.pos_2d_m
stringName = "string" + str(self.mouse_button)
self.selected_puck.cursorString_spring_force_2d_N += dx_2d_m * self.mouse_strings[stringName]['k_Npm']
self.selected_puck.cursorString_puckDrag_force_2d_N += (self.selected_puck.vel_2d_mps *
-1 * self.mouse_strings[stringName]['c_drag'])
def draw_cursor_string(self):
line_points = [env.ConvertWorldToScreen(self.selected_puck.pos_2d_m), self.cursor_location_px]
if (self.selected_puck != None):
pygame.draw.line(game_window.surface, self.cursor_color, line_points[0], line_points[1], 1)
def draw_fancy_server_cursor(self):
self.draw_server_cursor( self.cursor_color, 0)
self.draw_server_cursor( THECOLORS["black"], 1)
def draw_server_cursor(self, color, edge_px):
cursor_outline_vertices = []
cursor_outline_vertices.append( self.cursor_location_px )
cursor_outline_vertices.append( (self.cursor_location_px[0] + 10, self.cursor_location_px[1] + 10) )
cursor_outline_vertices.append( (self.cursor_location_px[0] + 0, self.cursor_location_px[1] + 15) )
pygame.draw.polygon(game_window.surface, color, cursor_outline_vertices, edge_px)
class runningAvg:
def __init__(self, n_target):
self.n_target = n_target
self.base = 5
self.reset()
def update(self, new_value):
if self.n_in_avg < self.n_target:
self.total += new_value
self.n_in_avg += 1
else:
# Add the new value and subtract the oldest.
self.total += new_value - self.values[0]
# Discard the oldest value.
self.values.pop(0)
self.values.append( new_value)
self.rawResult = self.total / float( self.n_in_avg)
# round the raw result to the nearest 5, e.g. 235, 425...
self.result = int( self.base * round( float( self.rawResult)/self.base))
return self.result
def reset(self):
self.n_in_avg = 0
self.result = 0.0
self.values = []
self.total = 0.0
class Puck:
def __init__(self, pos_2d_m, radius_m, density_kgpm2, puck_color = THECOLORS["grey"], coef_rest=0.85, CR_fixed=False,
vel_2d_mps=Vec2D(0.0,0.0)):
self.radius_m = radius_m
self.radius_px = int(round(env.px_from_m(self.radius_m * env.viewZoom)))
self.density_kgpm2 = density_kgpm2 # mass per unit area
self.mass_kg = self.density_kgpm2 * math.pi * self.radius_m ** 2
self.coef_rest = coef_rest
# This parameter inhibits the changing of the puck's CR when gravity is toggled on and off.
self.CR_fixed = CR_fixed
self.pos_2d_m = pos_2d_m
self.vel_2d_mps = vel_2d_mps
self.SprDamp_force_2d_N = Vec2D(0.0,0.0)
self.jet_force_2d_N = Vec2D(0.0,0.0)
self.cursorString_spring_force_2d_N = Vec2D(0.0,0.0)
self.cursorString_puckDrag_force_2d_N = Vec2D(0.0,0.0)
self.impulse_2d_Ns = Vec2D(0.0,0.0)
self.selected = False
self.color = puck_color
self.client_name = None
self.jet = None
self.gun = None
self.hit = False
self.hitflash_duration_timer_s = 0.0
# Make the hit flash persist for this number of seconds:
if platform.system() == 'Linux':
self.hitflash_duration_timer_limit_s = 0.15
else:
self.hitflash_duration_timer_limit_s = 0.05
# Bullet data...
self.bullet = False
self.birth_time_s = env.time_s
self.age_limit_s = 3.0
# If you print an object instance...
def __str__(self):
return "puck: x is %s, y is %s" % (self.pos_2d_m.x, self.pos_2d_m.y)
def draw(self, tempColor=None):
# Convert x,y to pixel screen location and then draw.
self.pos_2d_px = env.ConvertWorldToScreen( self.pos_2d_m)
#print "draw position", self.pos_px[0], self.pos_px[1]
# Update based on zoom factor
self.radius_px = int(round(env.px_from_m( self.radius_m)))
if (self.radius_px < 3):
self.radius_px = 3
# Just after a hit, fill the whole circle with RED (i.e., thickness = 0).
if self.hit:
puck_circle_thickness = 0
puck_color = THECOLORS["red"]
self.hitflash_duration_timer_s += dt_render_s
if self.hitflash_duration_timer_s > self.hitflash_duration_timer_limit_s:
self.hit = False
else:
puck_circle_thickness = 3
if (tempColor != None):
puck_color = tempColor
else:
puck_color = self.color
# Draw main puck body. First, check these integers. If too large they can crash the
# script as the python integers convert to c integers.
if (abs(self.pos_2d_px[0]) < 1000) and (abs(self.pos_2d_px[1]) < 1000):
pygame.draw.circle(game_window.surface, puck_color, self.pos_2d_px, self.radius_px, puck_circle_thickness)
# Draw life (poor health) indicator circle.
if (((self.client_name != None) and env.clients[self.client_name].active) or (self.client_name == 'test')) and (not self.bullet):
spent_fraction = float(env.clients[self.client_name].bullet_hit_count) / float(env.clients[self.client_name].bullet_hit_limit)
life_radius = spent_fraction * self.radius_px
if (life_radius > 2.0):
life_radius_px = int(round(life_radius))
else:
life_radius_px = 2
pygame.draw.circle(game_window.surface, THECOLORS["red"], self.pos_2d_px, life_radius_px, 1)
class RotatingTube:
def __init__(self, puck):
# Associate the tube with the puck.
self.puck = puck
self.color = env.clients[self.puck.client_name].cursor_color
# Degrees of rotation per second.
#self.rotation_rate_dps = 360.0
# Scaling factors to manage the aspect ratio of the tube.
self.sf_x = 0.15
self.sf_y = 0.50
# Notice the counter-clockwise drawing pattern. Four vertices for a rectangle.
# Each vertex is represented by a vector.
self.tube_vertices_2d_m = [Vec2D(-0.50 * self.sf_x, 0.00 * self.sf_y),
Vec2D( 0.50 * self.sf_x, 0.00 * self.sf_y),
Vec2D( 0.50 * self.sf_x, 1.00 * self.sf_y),
Vec2D(-0.50 * self.sf_x, 1.00 * self.sf_y)]
# Define a normal (1 meter) pointing vector to keep track of the direction of the jet.
self.direction_2d_m = Vec2D(0.0, 1.0)
def rotate_vertices(self, vertices_2d_m, angle_deg):
# Put modified vectors in a new list.
rotated_vertices_2d_m = []
for vertex_2d_m in vertices_2d_m:
rotated_vertices_2d_m.append( vertex_2d_m.rotated( angle_deg))
return rotated_vertices_2d_m
def rotate_everything(self, angle_deg):
# Rotate the pointer.
self.direction_2d_m = self.direction_2d_m.rotated( angle_deg)
# Rotate the tube.
self.tube_vertices_2d_m = self.rotate_vertices( self.tube_vertices_2d_m, angle_deg)
def convert_from_world_to_screen(self, vertices_2d_m, base_point_2d_m):
vertices_2d_px = []
for vertex_2d_m in vertices_2d_m:
# Calculate absolute position of this vertex.
vertices_2d_px.append( env.ConvertWorldToScreen( vertex_2d_m + base_point_2d_m))
return vertices_2d_px
def draw_tube(self, line_thickness=3):
# Draw the tube on the game-window surface. Establish the base_point as the center of the puck.
pygame.draw.polygon(game_window.surface, self.color,
self.convert_from_world_to_screen(self.tube_vertices_2d_m, self.puck.pos_2d_m), line_thickness)
class Jet( RotatingTube):
def __init__(self, puck):
RotatingTube.__init__(self, puck)
# Degrees of rotation per second.
self.rotation_rate_dps = 360.0
self.color = THECOLORS["yellow"]
# The jet flame (triangle)
self.flame_vertices_2d_m =[Vec2D(-0.50 * self.sf_x, 1.02 * self.sf_y),
Vec2D( 0.50 * self.sf_x, 1.02 * self.sf_y),
Vec2D(-0.00 * self.sf_x, 1.80 * self.sf_y)]
# Scaler magnitude of jet force.
self.jet_force_N = 1.3 * self.puck.mass_kg * abs(air_table.gON_2d_mps2.y)
# Point everything down for starters.
self.rotate_everything( 180)
def turn_jet_forces_onoff(self, client_name):
if (env.clients[client_name].key_w == "D"):
# Force on puck is in the opposite direction of the jet tube.
self.puck.jet_force_2d_N = self.direction_2d_m * (-1) * self.jet_force_N
else:
self.puck.jet_force_2d_N = self.direction_2d_m * 0.0
def client_rotation_control(self, client_name):
if (env.clients[client_name].key_a == "D"):
self.rotate_everything( +1 * self.rotation_rate_dps * dt_render_s)
if (env.clients[client_name].key_d == "D"):
self.rotate_everything( -1 * self.rotation_rate_dps * dt_render_s)
if (env.clients[client_name].key_s == "D"):
# Rotate jet tube to be in the same direction as the motion of the puck.
puck_velocity_angle = self.puck.vel_2d_mps.get_angle()
current_jet_angle = self.direction_2d_m.get_angle()
self.rotate_everything(puck_velocity_angle - current_jet_angle)
#self.rotate_everything(180)
# Reset this so it doesn't keep flipping. Just want it to flip the
# direction once but not keep flipping.
# This first line is enough to keep the local client from flipping again because
# the local keyboard doesn't keep sending the "D" event if the key is held down.
env.clients[client_name].key_s = "U"
# This second one is also needed for the network clients because they keep
# sending the "D" until they release the key.
env.clients[client_name].key_s_onoff = "OFF"
def rotate_everything(self, angle_deg):
# Rotate the pointer.
self.direction_2d_m = self.direction_2d_m.rotated( angle_deg)
# Rotate the tube.
self.tube_vertices_2d_m = self.rotate_vertices( self.tube_vertices_2d_m, angle_deg)
# Rotate the flame.
self.flame_vertices_2d_m = self.rotate_vertices( self.flame_vertices_2d_m, angle_deg)
def draw(self):
# Draw the jet tube.
self.draw_tube()
# Draw the red flame.
if (env.clients[self.puck.client_name].key_w == "D"):
pygame.draw.polygon(game_window.surface, THECOLORS["red"],
self.convert_from_world_to_screen(self.flame_vertices_2d_m, self.puck.pos_2d_m), 0)
class Gun( RotatingTube):
def __init__(self, puck):
RotatingTube.__init__(self, puck)
# Degrees of rotation per second.
self.rotation_rate_dps = 180.0
self.color = env.clients[self.puck.client_name].cursor_color
# Run this method of the RotationTube class to set the initial angle of each new gun.
self.rotate_everything( 45)
self.bullet_speed_mps = 5.0
self.fire_time_s = env.time_s
self.firing_delay_s = 0.1
self.bullet_count = 0
self.bullet_count_limit = 10
self.gun_recharge_wait_s = 2.5
self.gun_recharge_start_time_s = env.time_s
self.gun_recharging = False
self.testing_gun = False
self.shield = False
self.shield_hit = False
self.shield_hit_duration_s = 0.0
# Make the hit remove the shield for this number of seconds:
self.shield_hit_duration_limit_s = 0.05
self.shield_hit_count = 0
self.shield_hit_count_limit = 20
self.shield_recharging = False
self.shield_recharge_wait_s = 4.0
self.shield_recharge_start_time_s = env.time_s
def client_rotation_control(self, client_name):
if (env.clients[client_name].key_j == "D"):
self.rotate_everything( +self.rotation_rate_dps * dt_render_s)
if (env.clients[client_name].key_l == "D"):
self.rotate_everything( -self.rotation_rate_dps * dt_render_s)
if (env.clients[client_name].key_k == "D"):
# Rotate jet tube to be in the same direction as the motion of the puck.
puck_velocity_angle = self.puck.vel_2d_mps.get_angle()
current_gun_angle = self.direction_2d_m.get_angle()
self.rotate_everything(puck_velocity_angle - current_gun_angle)
# Reset this so it doesn't keep flipping. Just want it to flip the
# direction once but not keep flipping.
# This first line is enough to keep the local client from flipping again because
# the local keyboard doesn't keep sending the "D" event if the key is held down.
env.clients[client_name].key_k = "U"
# This second one is also needed for the network clients because they keep
# sending the "D" until they release the key.
env.clients[client_name].key_k_onoff = "OFF"
def control_firing(self, client_name):
# Fire only if the shield is off.
if ((env.clients[client_name].key_i == "D") and (not self.shield)) or self.testing_gun:
# Fire the gun.
if ((env.time_s - self.fire_time_s) > self.firing_delay_s) and (not self.gun_recharging):
self.fire_gun()
self.bullet_count += 1
# Timestamp the firing event.
self.fire_time_s = env.time_s
# Check to see if gun bullet count indicates the need to start recharging.
if (self.bullet_count > self.bullet_count_limit):
self.gun_recharge_start_time_s = env.time_s
self.gun_recharging = True
self.bullet_count = 0
# If recharged.
if (self.gun_recharging and (env.time_s - self.gun_recharge_start_time_s) > self.gun_recharge_wait_s):
self.gun_recharging = False
def fire_gun(self):
bullet_radius_m = 0.05
# Set the initial position of the bullet so that it clears (doesn't collide with) the host puck.
initial_position_2d_m = (self.puck.pos_2d_m +
(self.direction_2d_m * (1.1 * self.puck.radius_m + 1.1 * bullet_radius_m)) )
temp_bullet = Puck(initial_position_2d_m, bullet_radius_m, 0.3)
# Relative velocity of the bullet: the bullet velocity as seen from the host puck. This is the
# speed of the bullet relative to the motion of the host puck (host velocity BEFORE the firing of
# the bullet).
bullet_relative_vel_2d_mps = self.direction_2d_m * self.bullet_speed_mps
# Absolute velocity of the bullet.
temp_bullet.vel_2d_mps = self.puck.vel_2d_mps + bullet_relative_vel_2d_mps
temp_bullet.bullet = True
temp_bullet.color = env.clients[self.puck.client_name].cursor_color
temp_bullet.client_name = self.puck.client_name
air_table.pucks.append( temp_bullet)
# Calculate the recoil impulse from firing the gun (opposite the direction of the bullet).
self.puck.impulse_2d_Ns = bullet_relative_vel_2d_mps * temp_bullet.mass_kg * (-1)
def control_shield(self, client_name):
if (env.clients[client_name].key_space == "D") and (not self.shield_recharging):
self.shield = True
else:
self.shield = False
# Check to see if the shield hit count indicates the need to start recharging.
if (self.shield_hit_count > self.shield_hit_count_limit):
self.shield_recharge_start_time_s = env.time_s
self.shield = False
self.shield_recharging = True
self.shield_hit_count = 0
# If recharged.
if (self.shield_recharging and (env.time_s - self.shield_recharge_start_time_s) > self.shield_recharge_wait_s):
self.shield_recharging = False
def draw(self):
# Draw the gun tube.
if (self.gun_recharging):
line_thickness = 3
else:
line_thickness = 0
# Draw the jet tube.
self.draw_tube( line_thickness)
# Draw the shield.
if (self.shield):
if self.shield_hit:
# Don't draw the shield for a moment after the hit. This visualizes the shield hit.
self.shield_hit_duration_s += dt_render_s
if (self.shield_hit_duration_s > self.shield_hit_duration_limit_s):
self.shield_hit = False
else:
pygame.draw.circle(game_window.surface, self.color, self.puck.pos_2d_px, self.puck.radius_px + 6, 4)
class Spring:
def __init__(self, p1, p2, length_m=3.0, strength_Npm=0.5, spring_color=THECOLORS["yellow"], width_m=0.025, drag_c=0.0):
# Optionally this spring can have one end pinned to a vector point. Do this by passing in p2 as a vector.
if (p2.__class__.__name__ == 'Vec2D'):
# Create a point puck at the pinning location.
# The location of this point puck will never change because
# it is not in the pucks list that is processed by the
# physics engine.
p2 = Puck( p2, 1.0, 1.0)
p2.vel_2d_mps = Vec2D(0.0,0.0)
length_m = 0.0
self.p1 = p1
self.p2 = p2
self.p1p2_separation_2d_m = Vec2D(0,0)
self.p1p2_separation_m = 0
self.p1p2_normalized_2d = Vec2D(0,0)
self.length_m = length_m
self.strength_Npm = strength_Npm
self.damper_Ns2pm2 = 0.5 #5.0 #0.05 #0.15
self.unstretched_width_m = width_m #0.05
self.drag_c = drag_c
self.spring_vertices_2d_m = []
self.spring_vertices_2d_px = []
self.spring_color = spring_color
self.draw_as_line = False
def calc_spring_forces_on_pucks(self):
self.p1p2_separation_2d_m = self.p1.pos_2d_m - self.p2.pos_2d_m
self.p1p2_separation_m = self.p1p2_separation_2d_m.length()
# The pinned case needs to be able to handle the zero length spring. The
# separation distance will be zero when the pinned spring is at rest.
# This will cause a divide by zero error if not handled here.
if ((self.p1p2_separation_m == 0.0) and (self.length_m == 0.0)):
spring_force_on_1_2d_N = Vec2D(0.0,0.0)
else:
self.p1p2_normalized_2d = self.p1p2_separation_2d_m / self.p1p2_separation_m
# Spring force: acts along the separation vector and is proportional to the separation distance.
spring_force_on_1_2d_N = self.p1p2_normalized_2d * (self.length_m - self.p1p2_separation_m) * self.strength_Npm
# Damper force: acts along the separation vector and is proportional to the relative speed.
v_relative_2d_mps = self.p1.vel_2d_mps - self.p2.vel_2d_mps
v_relative_alongNormal_2d_mps = v_relative_2d_mps.projection_onto(self.p1p2_separation_2d_m)
damper_force_on_1_N = v_relative_alongNormal_2d_mps * self.damper_Ns2pm2
# Net force by both spring and damper
SprDamp_force_2d_N = spring_force_on_1_2d_N - damper_force_on_1_N
# This force acts in opposite directions for each of the two pucks. Notice the "+=" here, this
# is an aggregate across all the springs. This aggregate MUST be reset (zeroed) after the movements are
# calculated. So by the time you've looped through all the springs, you get the NET force, one each ball,
# applied of all individual springs.
self.p1.SprDamp_force_2d_N += SprDamp_force_2d_N * (+1)
self.p2.SprDamp_force_2d_N += SprDamp_force_2d_N * (-1)
# Add in some drag forces if a non-zero drag coef is specified. These are based on the
# velocity of the pucks (not relative speed as is the case above for damper forces).
self.p1.SprDamp_force_2d_N += self.p1.vel_2d_mps * (-1) * self.drag_c
self.p2.SprDamp_force_2d_N += self.p2.vel_2d_mps * (-1) * self.drag_c
def width_to_draw_m(self):
width_m = self.unstretched_width_m * (1 + 0.30 * (self.length_m - self.p1p2_separation_m))
if width_m < (0.05 * self.unstretched_width_m):
self.draw_as_line = True
width_m = 0.0
else:
self.draw_as_line = False
return width_m
def draw(self):
# Change the width to indicate the stretch or compression in the spring. Note, it's good to
# do this outside of the main calc loop (using the rendering timer). No need to do all this each
# time step.
width_m = self.width_to_draw_m()
# Calculate the four corners of the spring rectangle.
p1p2_perpendicular_2d = self.p1p2_normalized_2d.rotate90()
self.spring_vertices_2d_m = []
self.spring_vertices_2d_m.append(self.p1.pos_2d_m + (p1p2_perpendicular_2d * width_m))
self.spring_vertices_2d_m.append(self.p1.pos_2d_m - (p1p2_perpendicular_2d * width_m))
self.spring_vertices_2d_m.append(self.p2.pos_2d_m - (p1p2_perpendicular_2d * width_m))
self.spring_vertices_2d_m.append(self.p2.pos_2d_m + (p1p2_perpendicular_2d * width_m))
# Transform from world to screen.
self.spring_vertices_2d_px = []
for vertice_2d_m in self.spring_vertices_2d_m:
self.spring_vertices_2d_px.append( env.ConvertWorldToScreen( vertice_2d_m))
# Draw the spring
if self.draw_as_line == True:
pygame.draw.aaline(game_window.surface, self.spring_color, env.ConvertWorldToScreen(self.p1.pos_2d_m),
env.ConvertWorldToScreen(self.p2.pos_2d_m))
else:
pygame.draw.polygon(game_window.surface, self.spring_color, self.spring_vertices_2d_px)
class AirTable:
def __init__(self, walls_dic):
self.gON_2d_mps2 = Vec2D(-0.0, -9.0)
self.gOFF_2d_mps2 = Vec2D(-0.0, -0.0)
self.g_2d_mps2 = self.gOFF_2d_mps2
self.g_ON = False
self.pucks = []
self.controlled_pucks = []
self.springs = []
self.walls = walls_dic
self.collision_count = 0
self.count_direction = 1
# Used for wall collisions.
self.coef_rest = 1.0
self.color_transfer = False
self.stop_physics = False
self.tangled = False
self.perfect_kiss = False
self.FPS_display = True
def draw(self):
#{"L_m":0.0, "R_m":10.0, "B_m":0.0, "T_m":10.0}
topLeft_2d_px = env.ConvertWorldToScreen( Vec2D( self.walls['L_m'], self.walls['T_m']))
topRight_2d_px = env.ConvertWorldToScreen( Vec2D( self.walls['R_m']-0.01, self.walls['T_m']))
botLeft_2d_px = env.ConvertWorldToScreen( Vec2D( self.walls['L_m'], self.walls['B_m']+0.01))
botRight_2d_px = env.ConvertWorldToScreen( Vec2D( self.walls['R_m']-0.01, self.walls['B_m']+0.01))
pygame.draw.line(game_window.surface, THECOLORS["orangered1"], topLeft_2d_px, topRight_2d_px, 1)
pygame.draw.line(game_window.surface, THECOLORS["orangered1"], topRight_2d_px, botRight_2d_px, 1)
pygame.draw.line(game_window.surface, THECOLORS["orangered1"], botRight_2d_px, botLeft_2d_px, 1)
pygame.draw.line(game_window.surface, THECOLORS["orangered1"], botLeft_2d_px, topLeft_2d_px, 1)
def checkForPuckAtThisPosition(self, x_px_or_tuple, y_px = None):
if y_px == None:
self.x_px = x_px_or_tuple[0]
self.y_px = x_px_or_tuple[1]
else:
self.x_px = x_px_or_tuple
self.y_px = y_px
test_position_m = env.ConvertScreenToWorld(Vec2D(self.x_px, self.y_px))
for puck in self.pucks:
vector_difference_m = test_position_m - puck.pos_2d_m
# Use squared lengths for speed (avoid square root)
mag_of_difference_m2 = vector_difference_m.length_squared()
if mag_of_difference_m2 < puck.radius_m**2:
puck.selected = True
return puck
return None
def update_PuckSpeedAndPosition(self, puck, dt_s):
# Net resulting force on the puck.
puck_forces_2d_N = (self.g_2d_mps2 * puck.mass_kg) + (puck.SprDamp_force_2d_N +
puck.jet_force_2d_N +
puck.cursorString_spring_force_2d_N +
puck.cursorString_puckDrag_force_2d_N +
puck.impulse_2d_Ns/dt_s)
# Acceleration from Newton's law.
acc_2d_mps2 = puck_forces_2d_N / puck.mass_kg
# Acceleration changes the velocity: dv = a * dt
# Velocity at the end of the timestep.
puck.vel_2d_mps = puck.vel_2d_mps + (acc_2d_mps2 * dt_s)
# Calculate the new physical puck position using the average velocity.
# Velocity changes the position: dx = v * dt
puck.pos_2d_m = puck.pos_2d_m + (puck.vel_2d_mps * dt_s)
# Now reset the aggregate forces.
puck.SprDamp_force_2d_N = Vec2D(0.0,0.0)
puck.cursorString_spring_force_2d_N = Vec2D(0.0,0.0)
puck.cursorString_puckDrag_force_2d_N = Vec2D(0.0,0.0)
puck.impulse_2d_Ns = Vec2D(0.0,0.0)
def time_past_kiss(self, dt_s, puckA, puckB):
# Determine the time between the kiss point and collision detection event (penetration time).
initial_collision_angle = (puckA.pos_2d_m - puckB.pos_2d_m).get_angle_between(Vec2D(1.0,0.0))
# As seen from B.
puckA_relvel_2d_mps = puckA.vel_2d_mps - puckB.vel_2d_mps
# Previous position vectors (position 1) of the two pucks
puckA_1_pos_2d_m = puckA.pos_2d_m - puckA.vel_2d_mps * dt_s
puckB_1_pos_2d_m = puckB.pos_2d_m - puckB.vel_2d_mps * dt_s
# Position vector 2-prime of PuckA
puckA_2p_pos_2d_m = puckA_1_pos_2d_m + puckA_relvel_2d_mps * dt_s
# A check to see if the collision angle is the same in the new frame of reference (as seen from B).
#final_collision_angle = (puckA_2p_pos_2d_m - puckB_1_pos_2d_m).get_angle_between(Vec2D(1.0,0.0))
#print "collision_angle", initial_collision_angle, final_collision_angle
#print "check =", (puckA_2p_pos_2d_m - puckB_1_pos_2d_m).length()/(puckA.radius_m + puckB.radius_m)
# Prime path vectors
prime_path_puckA_2d_m = puckA_2p_pos_2d_m - puckA_1_pos_2d_m
prime_normalized_2d_m = prime_path_puckA_2d_m.normal()
# Vector between the original positions of the two pucks.
A1_B1_path_2d_m = puckB_1_pos_2d_m - puckA_1_pos_2d_m
# Projection of A1_B1_path_2d_m onto the prime vector.
A1_B1_projection_2d_m = A1_B1_path_2d_m.projection_onto( prime_path_puckA_2d_m)
# B1 to prime path vector (vector to nearest point on prime path). The difference
# between the B_1 vector and its projection onto the prime vector.
B1_to_prime_2d_m = A1_B1_path_2d_m - A1_B1_projection_2d_m
# Distance x (scaler). Distance between near point on prime and the A2K (kiss location of A2).
x_m = ((puckA.radius_m + puckB.radius_m)**2 - B1_to_prime_2d_m.length_squared())**0.5
x_2d_m = prime_normalized_2d_m * x_m
# Kiss point vector
puckA_2_kiss_2d_m = puckA_1_pos_2d_m + A1_B1_projection_2d_m - x_2d_m
#print "A1_B1_projection_2d_m, x_2d_m =", A1_B1_projection_2d_m, x_2d_m
# Vector between detection and kiss.
d_2d_m = puckA_2p_pos_2d_m - puckA_2_kiss_2d_m
#print "puckA_2p_pos_2d_m, puckA_2_kiss_2d_m =", puckA_2p_pos_2d_m, puckA_2_kiss_2d_m
# Time between detection and kiss. Avoid zero in the denominator.
if puckA_relvel_2d_mps.x > 0:
time_between_kiss_and_detection_s = d_2d_m.x / puckA_relvel_2d_mps.x
#print "d_2d_m.x, puckA_relvel_2d_mps.x =", d_2d_m.x, puckA_relvel_2d_mps.x
else:
time_between_kiss_and_detection_s = d_2d_m.y / puckA_relvel_2d_mps.y
#print "d_2d_m.y, puckA_relvel_2d_mps.y =", d_2d_m.y, puckA_relvel_2d_mps.y
return time_between_kiss_and_detection_s
def check_for_collisions(self, dt_s):
self.tangled = False
# Wall collisions
for i, puck in enumerate(self.pucks):
if not env.inhibit_wall_collisions:
if (((puck.pos_2d_m.y - puck.radius_m) < self.walls["B_m"]) or ((puck.pos_2d_m.y + puck.radius_m) > self.walls["T_m"])):
if env.correct_for_wall_penetration:
if (puck.pos_2d_m.y - puck.radius_m) < self.walls["B_m"]:
penetration_y_m = self.walls["B_m"] - (puck.pos_2d_m.y - puck.radius_m)
puck.pos_2d_m.y += 2 * penetration_y_m
if (puck.pos_2d_m.y + puck.radius_m) > self.walls["T_m"]:
penetration_y_m = (puck.pos_2d_m.y + puck.radius_m) - self.walls["T_m"]
puck.pos_2d_m.y -= 2 * penetration_y_m
puck.vel_2d_mps.y *= -1 * min(self.coef_rest, puck.coef_rest)
self.collision_count += 1 * self.count_direction
if (((puck.pos_2d_m.x - puck.radius_m) < self.walls["L_m"]) or ((puck.pos_2d_m.x + puck.radius_m) > self.walls["R_m"])):
if env.correct_for_wall_penetration:
if (puck.pos_2d_m.x - puck.radius_m) < self.walls["L_m"]:
penetration_x_m = self.walls["L_m"] - (puck.pos_2d_m.x - puck.radius_m)
puck.pos_2d_m.x += 2 * penetration_x_m
if (puck.pos_2d_m.x + puck.radius_m) > self.walls["R_m"]:
penetration_x_m = (puck.pos_2d_m.x + puck.radius_m) - self.walls["R_m"]
puck.pos_2d_m.x -= 2 * penetration_x_m
puck.vel_2d_mps.x *= -1 * min(self.coef_rest, puck.coef_rest)
self.collision_count += 1 * self.count_direction
# Collisions with other pucks.
for otherpuck in self.pucks[i+1:]:
# Check if the two puck circles are overlapping.
# Parallel to the normal
puck_to_puck_2d_m = otherpuck.pos_2d_m - puck.pos_2d_m
# Parallel to the tangent
tangent_p_to_p_2d_m = Vec2D.rotate90(puck_to_puck_2d_m)
# Separation between the pucks, squared (not a vector).
p_to_p_m2 = puck_to_puck_2d_m.length_squared()
# The sum of the radii of the two pucks, squared.
r_plus_r_m2 = (puck.radius_m + otherpuck.radius_m)**2
# A check for the Jello-madness game. If it's tangled, balls
# will be close and this will be set to True.
if (p_to_p_m2 < 1.1 * r_plus_r_m2):
self.tangled = True
# Keep this collision check fast by avoiding square roots.
if (p_to_p_m2 < r_plus_r_m2):
self.collision_count += 1 * self.count_direction
#print "collision_count", self.collision_count
# If it's a bullet coming from another client, add to the
# hit count for non-bullet client.
if (puck.client_name != None) and (otherpuck.client_name != None):
if (puck.client_name != otherpuck.client_name):
if (otherpuck.bullet and (not puck.bullet)):
if not puck.gun.shield:
env.clients[puck.client_name].bullet_hit_count += 1
puck.hit = True
puck.hitflash_duration_timer_s = 0.0
else:
puck.gun.shield_hit = True
puck.gun.shield_hit_duration_s = 0.0
puck.gun.shield_hit_count += 1
if self.color_transfer == True:
#(puck.color, otherpuck.color) = (otherpuck.color, puck.color)
pass
# Use the p_to_p vector (between the two colliding pucks) as projection target for
# normal calculation.
# Draw the overlapping pucks.
puck.draw(THECOLORS["red"]); otherpuck.draw(THECOLORS["red"])
# The calculate velocity components along and perpendicular to the normal.
puck_normal_2d_mps = puck.vel_2d_mps.projection_onto(puck_to_puck_2d_m)
puck_tangent_2d_mps = puck.vel_2d_mps.projection_onto(tangent_p_to_p_2d_m)
otherpuck_normal_2d_mps = otherpuck.vel_2d_mps.projection_onto(puck_to_puck_2d_m)
otherpuck_tangent_2d_mps = otherpuck.vel_2d_mps.projection_onto(tangent_p_to_p_2d_m)
relative_normal_vel_2d_mps = otherpuck_normal_2d_mps - puck_normal_2d_mps
if env.correct_for_puck_penetration:
# Back out a total of 2x of the penetration along the normal. Back-out amounts for each puck is
# based on the velocity of each puck times 2DT where DT is the time of penetration. DT is calculated
# from the relative speed and the penetration distance.
relative_normal_spd_mps = relative_normal_vel_2d_mps.length()
penetration_m = (puck.radius_m + otherpuck.radius_m) - p_to_p_m2**0.5
if (relative_normal_spd_mps > 0.00000):
if air_table.perfect_kiss:
# Use a special perfect-kiss method to determine the time.
penetration_time_s = self.time_past_kiss( dt_s, puck, otherpuck)
else:
penetration_time_s = penetration_m / relative_normal_spd_mps
#print penetration_time_s, self.time_past_kiss( dt_s, puck, otherpuck)
penetration_time_scaler_1 = 1.00 # This can be useful for testing to amplify and see the correction.
penetration_time_scaler_2 = 1.00
# First, reverse the two pucks, to their collision point, along their incoming trajectory paths.
if air_table.perfect_kiss:
puck.pos_2d_m = puck.pos_2d_m - (puck.vel_2d_mps * (penetration_time_scaler_1 * penetration_time_s))
otherpuck.pos_2d_m = otherpuck.pos_2d_m - (otherpuck.vel_2d_mps * (penetration_time_scaler_1 * penetration_time_s))
# Draw the perfect-kissing pucks (you'll only be able to see this in the example run that is started by pressing
# the 3 key on the number pad. This is one of the pool-shot examples that inhibits screen clears.
puck.draw(THECOLORS["cyan"]); otherpuck.draw(THECOLORS["cyan"])
else:
puck.pos_2d_m = puck.pos_2d_m - (puck_normal_2d_mps * (penetration_time_scaler_1 * penetration_time_s))
otherpuck.pos_2d_m = otherpuck.pos_2d_m - (otherpuck_normal_2d_mps * (penetration_time_scaler_1 * penetration_time_s))
# # Test to see how close we got to the just-touching point. Ratio should be close to 1.0000
# test_center_to_center_separation = (puck.pos_2d_m - otherpuck.pos_2d_m).length() / (puck.radius_m + otherpuck.radius_m)
# print "ratio of c_to_c at kiss point =", '%.30f' % test_center_to_center_separation
if air_table.perfect_kiss:
# Recalculate the tangent and normals based on the pucks in the just-touching position.
puck_to_puck_2d_m = otherpuck.pos_2d_m - puck.pos_2d_m
tangent_p_to_p_2d_m = Vec2D.rotate90(puck_to_puck_2d_m)
# The calculate velocity components along and perpendicular to the normal.
puck_normal_2d_mps = puck.vel_2d_mps.projection_onto(puck_to_puck_2d_m)
puck_tangent_2d_mps = puck.vel_2d_mps.projection_onto(tangent_p_to_p_2d_m)
otherpuck_normal_2d_mps = otherpuck.vel_2d_mps.projection_onto(puck_to_puck_2d_m)
otherpuck_tangent_2d_mps = otherpuck.vel_2d_mps.projection_onto(tangent_p_to_p_2d_m)
# Calculate the velocities along the normal AFTER the collision. Use a CR (coefficient of restitution)
# of 1 here to better avoid stickiness.
CR_puck = 1
puck_normal_AFTER_mps, otherpuck_normal_AFTER_mps = self.AandB_normal_AFTER_2d_mps( puck_normal_2d_mps, puck.mass_kg, otherpuck_normal_2d_mps, otherpuck.mass_kg, CR_puck)
# Temp values for puck and otherpuck velocities after the collision.
puck_vel_2d_mps = puck_normal_AFTER_mps + puck_tangent_2d_mps
otherpuck_vel_2d_mps = otherpuck_normal_AFTER_mps + otherpuck_tangent_2d_mps
# Finally, travel another penetration time worth of distance using these AFTER-collision velocities.
# This will put the pucks where they should have been at the time of collision detection.
if air_table.perfect_kiss:
puck.pos_2d_m = puck.pos_2d_m + (puck_vel_2d_mps * (penetration_time_scaler_2 * penetration_time_s))
otherpuck.pos_2d_m = otherpuck.pos_2d_m + (otherpuck_vel_2d_mps * (penetration_time_scaler_2 * penetration_time_s))
else:
puck.pos_2d_m = puck.pos_2d_m + (puck_normal_AFTER_mps * (penetration_time_scaler_2 * penetration_time_s))
otherpuck.pos_2d_m = otherpuck.pos_2d_m + (otherpuck_normal_AFTER_mps * (penetration_time_scaler_2 * penetration_time_s))
# # Just to check, compare the corrected separation with the detected
# # overlap. This should be very close to 1.00000... for non-perfect_kiss correction approach.
# corrected_sep_m = (puck.pos_2d_m - otherpuck.pos_2d_m).length() - (puck.radius_m + otherpuck.radius_m)
# print "ratio of corrected_sep/penetration =", '%.30f' % (corrected_sep_m/penetration_m)