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A16c_2D_B2D_serverN.html
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<h2></h2>
<div class="highlight"><pre><span></span><span class="c1"># Filename: A16c_2D_B2D_serverN.py</span>
<span class="c1"># Written by: James D. Miller</span>
<span class="c1"># 5:31 PM Sat May 18, 2019</span>
<span class="kn">import</span> <span class="nn">sys</span><span class="o">,</span> <span class="nn">os</span>
<span class="kn">import</span> <span class="nn">pygame</span>
<span class="kn">import</span> <span class="nn">datetime</span>
<span class="kn">import</span> <span class="nn">math</span>
<span class="kn">import</span> <span class="nn">time</span>
<span class="kn">import</span> <span class="nn">commands</span><span class="o">,</span> <span class="nn">platform</span>
<span class="kn">import</span> <span class="nn">inspect</span>
<span class="c1"># PyGame Constants</span>
<span class="kn">from</span> <span class="nn">pygame.locals</span> <span class="kn">import</span> <span class="o">*</span>
<span class="kn">from</span> <span class="nn">pygame.color</span> <span class="kn">import</span> <span class="n">THECOLORS</span>
<span class="c1"># PyGame gui</span>
<span class="kn">from</span> <span class="nn">pgu</span> <span class="kn">import</span> <span class="n">gui</span>
<span class="c1"># Import the vector class from a local module (in this same directory)</span>
<span class="kn">from</span> <span class="nn">vec2d_jdm</span> <span class="kn">import</span> <span class="n">Vec2D</span>
<span class="c1"># Networking</span>
<span class="kn">from</span> <span class="nn">PodSixNet.Server</span> <span class="kn">import</span> <span class="n">Server</span>
<span class="kn">from</span> <span class="nn">PodSixNet.Channel</span> <span class="kn">import</span> <span class="n">Channel</span>
<span class="kn">import</span> <span class="nn">socket</span>
<span class="c1"># Box2D</span>
<span class="kn">from</span> <span class="nn">Box2D</span> <span class="kn">import</span> <span class="o">*</span>
<span class="c1"># Argument parsing...</span>
<span class="kn">import</span> <span class="nn">argparse</span>
<span class="c1">#=====================================================================</span>
<span class="c1"># Classes</span>
<span class="c1">#=====================================================================</span>
<span class="k">class</span> <span class="nc">ClientChannel</span><span class="p">(</span><span class="n">Channel</span><span class="p">):</span>
<span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="o">*</span><span class="n">args</span><span class="p">,</span> <span class="o">**</span><span class="n">kwargs</span><span class="p">):</span>
<span class="n">Channel</span><span class="o">.</span><span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="o">*</span><span class="n">args</span><span class="p">,</span> <span class="o">**</span><span class="n">kwargs</span><span class="p">)</span>
<span class="c1"># def Network(self, data):</span>
<span class="c1"># #print "Client State Dictionary:", data</span>
<span class="c1"># #print "Network, data['ID']", data['ID']</span>
<span class="c1"># pass</span>
<span class="k">def</span> <span class="nf">Network_CN</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">data</span><span class="p">):</span>
<span class="c1">#global env</span>
<span class="c1"># Store incoming data in the client objects.</span>
<span class="n">speaking_client_name</span> <span class="o">=</span> <span class="s1">'C'</span> <span class="o">+</span> <span class="nb">str</span><span class="p">(</span><span class="n">data</span><span class="p">[</span><span class="s1">'ID'</span><span class="p">])</span>
<span class="c1"># Check to make sure that this client is still in the client dictionary.</span>
<span class="k">if</span> <span class="n">speaking_client_name</span> <span class="ow">in</span> <span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">:</span>
<span class="c1"># Mouse controls.</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">cursor_location_px</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">'mXY'</span><span class="p">]</span> <span class="c1"># mouse x,y</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">buttonIsStillDown</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">'mBd'</span><span class="p">]</span> <span class="c1"># mouse button down (true/false)</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">mouse_button</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">'mB'</span><span class="p">]</span> <span class="c1"># mouse button number (1,2,3,0)</span>
<span class="c1"># Jet controls.</span>
<span class="c1"># Make the s key behave as a toggle.</span>
<span class="c1"># If key is up, make it ready to accept the down ('D') event.</span>
<span class="k">if</span> <span class="p">(</span><span class="n">data</span><span class="p">[</span><span class="s1">'s'</span><span class="p">]</span> <span class="o">==</span> <span class="s1">'U'</span><span class="p">):</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_s_onoff</span> <span class="o">=</span> <span class="s1">'ON'</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_s</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">'s'</span><span class="p">]</span>
<span class="c1"># If getting 'D' from network client and the key is enabled.</span>
<span class="k">elif</span> <span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_s_onoff</span> <span class="o">==</span> <span class="s1">'ON'</span><span class="p">):</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_s</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">'s'</span><span class="p">]</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_a</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">'a'</span><span class="p">]</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_d</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">'d'</span><span class="p">]</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_w</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">'w'</span><span class="p">]</span>
<span class="c1"># Control for stopping all objects (f for freeze).</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_f</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">'f'</span><span class="p">]</span>
<span class="c1"># Gun controls.</span>
<span class="c1"># Make the k key behave as a toggle.</span>
<span class="c1"># If key is up, make it ready to accept the down ('D') event.</span>
<span class="k">if</span> <span class="p">(</span><span class="n">data</span><span class="p">[</span><span class="s1">'k'</span><span class="p">]</span> <span class="o">==</span> <span class="s1">'U'</span><span class="p">):</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_k_onoff</span> <span class="o">=</span> <span class="s1">'ON'</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_k</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">'k'</span><span class="p">]</span>
<span class="c1"># If getting 'D' from network client and the key is enabled.</span>
<span class="k">elif</span> <span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_k_onoff</span> <span class="o">==</span> <span class="s1">'ON'</span><span class="p">):</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_k</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">'k'</span><span class="p">]</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_j</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">'j'</span><span class="p">]</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_l</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">'l'</span><span class="p">]</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_i</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">'i'</span><span class="p">]</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_space</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">' '</span><span class="p">]</span>
<span class="c1"># Cursor controls.</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_lshift</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">'ls'</span><span class="p">]</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_t</span> <span class="o">=</span> <span class="n">data</span><span class="p">[</span><span class="s1">'t'</span><span class="p">]</span>
<span class="c1"># Keep track of client activity...</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">speaking_client_name</span><span class="p">]</span><span class="o">.</span><span class="n">sendCount</span> <span class="o">+=</span> <span class="mi">1</span>
<span class="k">def</span> <span class="nf">Close</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="nb">print</span> <span class="s2">"A network client game pad has been closed."</span>
<span class="k">class</span> <span class="nc">GameServer</span><span class="p">(</span><span class="n">Server</span><span class="p">):</span>
<span class="n">channelClass</span> <span class="o">=</span> <span class="n">ClientChannel</span>
<span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="o">*</span><span class="n">args</span><span class="p">,</span> <span class="o">**</span><span class="n">kwargs</span><span class="p">):</span>
<span class="n">Server</span><span class="o">.</span><span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="o">*</span><span class="n">args</span><span class="p">,</span> <span class="o">**</span><span class="n">kwargs</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">client_count</span> <span class="o">=</span> <span class="mi">0</span>
<span class="c1"># This runs when each client connects.</span>
<span class="k">def</span> <span class="nf">Connected</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">channel</span><span class="p">,</span> <span class="n">addr</span><span class="p">):</span>
<span class="c1">#print 'new connection (channel, addr):', channel, addr</span>
<span class="bp">self</span><span class="o">.</span><span class="n">client_count</span> <span class="o">+=</span> <span class="mi">1</span>
<span class="k">if</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">client_count</span> <span class="o"><=</span> <span class="mi">10</span><span class="p">):</span>
<span class="n">channel</span><span class="o">.</span><span class="n">Send</span><span class="p">({</span><span class="s2">"action"</span><span class="p">:</span> <span class="s2">"hello"</span><span class="p">,</span> <span class="s2">"P_ID"</span><span class="p">:</span><span class="bp">self</span><span class="o">.</span><span class="n">client_count</span><span class="p">})</span>
<span class="n">client_name</span> <span class="o">=</span> <span class="s1">'C'</span> <span class="o">+</span> <span class="nb">str</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">client_count</span><span class="p">)</span>
<span class="c1"># Make a client and put it in the clients list.</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">client_name</span><span class="p">]</span> <span class="o">=</span> <span class="n">Client</span><span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">client_colors</span><span class="p">[</span><span class="n">client_name</span><span class="p">])</span>
<span class="c1"># Add the channel as an attribute of the client. Use this to Send to this client.</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">channel</span> <span class="o">=</span> <span class="n">channel</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">channel</span><span class="o">.</span><span class="n">Send</span><span class="p">({</span><span class="s2">"action"</span><span class="p">:</span> <span class="s2">"hello"</span><span class="p">,</span> <span class="s2">"P_ID"</span><span class="p">:</span><span class="mi">0</span><span class="p">})</span>
<span class="nb">print</span> <span class="s2">"self.client_count ="</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">client_count</span>
<span class="k">class</span> <span class="nc">Client</span><span class="p">:</span>
<span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">cursor_color</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">cursor_location_px</span> <span class="o">=</span> <span class="p">(</span><span class="mi">0</span><span class="p">,</span><span class="mi">0</span><span class="p">)</span> <span class="c1"># x_px, y_px</span>
<span class="bp">self</span><span class="o">.</span><span class="n">mouse_button</span> <span class="o">=</span> <span class="mi">1</span> <span class="c1"># 1, 2, or 3</span>
<span class="bp">self</span><span class="o">.</span><span class="n">buttonIsStillDown</span> <span class="o">=</span> <span class="kc">False</span>
<span class="bp">self</span><span class="o">.</span><span class="n">channel</span> <span class="o">=</span> <span class="mi">0</span>
<span class="c1"># Jet</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_a</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_s</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_s_onoff</span> <span class="o">=</span> <span class="s2">"ON"</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_d</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_w</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="c1"># Gun</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_j</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_k</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_k_onoff</span> <span class="o">=</span> <span class="s2">"ON"</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_l</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_i</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_space</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="c1"># Freeze it</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_f</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="c1"># Zoom</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_b</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_n</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_m</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_h</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_lctrl</span> <span class="o">=</span> <span class="s1">'U'</span>
<span class="c1"># Cursor selection modification #b2d</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_lshift</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_t</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span> <span class="o">=</span> <span class="kc">None</span>
<span class="bp">self</span><span class="o">.</span><span class="n">COM_selection</span> <span class="o">=</span> <span class="kc">None</span>
<span class="bp">self</span><span class="o">.</span><span class="n">selection_pointOnPuck_b2d_m</span> <span class="o">=</span> <span class="n">b2Vec2</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span><span class="mi">0</span><span class="p">)</span> <span class="c1">#b2d</span>
<span class="bp">self</span><span class="o">.</span><span class="n">cursor_color</span> <span class="o">=</span> <span class="n">cursor_color</span>
<span class="bp">self</span><span class="o">.</span><span class="n">bullet_hit_count</span> <span class="o">=</span> <span class="mi">0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">bullet_hit_limit</span> <span class="o">=</span> <span class="mf">50.0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">previousSendCount</span> <span class="o">=</span> <span class="mi">0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">sendCount</span> <span class="o">=</span> <span class="mi">0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">active</span> <span class="o">=</span> <span class="kc">False</span>
<span class="c1"># Define the nature of the cursor strings, one for each mouse button.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">mouse_strings</span> <span class="o">=</span> <span class="p">{</span><span class="s1">'string1'</span><span class="p">:{</span><span class="s1">'c_drag'</span><span class="p">:</span> <span class="mf">2.0</span><span class="p">,</span> <span class="s1">'k_Npm'</span><span class="p">:</span> <span class="mf">60.0</span><span class="p">},</span>
<span class="s1">'string2'</span><span class="p">:{</span><span class="s1">'c_drag'</span><span class="p">:</span> <span class="mf">0.1</span><span class="p">,</span> <span class="s1">'k_Npm'</span><span class="p">:</span> <span class="mf">2.0</span><span class="p">},</span>
<span class="s1">'string3'</span><span class="p">:{</span><span class="s1">'c_drag'</span><span class="p">:</span> <span class="mf">20.0</span><span class="p">,</span> <span class="s1">'k_Npm'</span><span class="p">:</span> <span class="mf">1000.0</span><span class="p">}}</span>
<span class="c1"># self.mouse_strings = {'string1':{'c_drag': 0.0, 'k_Npm': 60.0},</span>
<span class="c1"># 'string2':{'c_drag': 0.0, 'k_Npm': 2.0},</span>
<span class="c1"># 'string3':{'c_drag': 0.0, 'k_Npm': 1000.0}}</span>
<span class="c1"># Special case for objects selected at nonCOM points. c_rot can control the drag (torque)</span>
<span class="c1"># associated with rotation. c_pnt_drag is applied to a selected object at the local body point of the </span>
<span class="c1"># cursor-selected object. </span>
<span class="bp">self</span><span class="o">.</span><span class="n">mouse_strings_nonCOM</span> <span class="o">=</span> <span class="p">{</span><span class="s1">'string1'</span><span class="p">:{</span><span class="s1">'c_drag'</span><span class="p">:</span> <span class="mf">0.0</span><span class="p">,</span> <span class="s1">'c_pnt_drag'</span><span class="p">:</span> <span class="mf">2.0</span><span class="p">,</span> <span class="s1">'c_rot'</span><span class="p">:</span> <span class="mf">0.0</span><span class="p">,</span> <span class="s1">'k_Npm'</span><span class="p">:</span> <span class="mf">60.0</span><span class="p">},</span>
<span class="s1">'string2'</span><span class="p">:{</span><span class="s1">'c_drag'</span><span class="p">:</span> <span class="mf">0.0</span><span class="p">,</span> <span class="s1">'c_pnt_drag'</span><span class="p">:</span> <span class="mf">0.1</span><span class="p">,</span> <span class="s1">'c_rot'</span><span class="p">:</span> <span class="mf">0.0</span><span class="p">,</span> <span class="s1">'k_Npm'</span><span class="p">:</span> <span class="mf">2.0</span><span class="p">},</span>
<span class="s1">'string3'</span><span class="p">:{</span><span class="s1">'c_drag'</span><span class="p">:</span> <span class="mf">0.0</span><span class="p">,</span> <span class="s1">'c_pnt_drag'</span><span class="p">:</span> <span class="mf">20.0</span><span class="p">,</span> <span class="s1">'c_rot'</span><span class="p">:</span> <span class="mf">0.0</span><span class="p">,</span> <span class="s1">'k_Npm'</span><span class="p">:</span> <span class="mf">1000.0</span><span class="p">}}</span>
<span class="k">def</span> <span class="nf">calc_string_forces_on_pucks</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="c1"># Calculated the string forces on the selected puck and add to the aggregate</span>
<span class="c1"># that is stored in the puck object.</span>
<span class="c1"># First deal with selecting and unselecting.</span>
<span class="c1"># Only check for a selected puck if one isn't already selected. This keeps</span>
<span class="c1"># the puck from unselecting if cursor is dragged off the puck!</span>
<span class="k">if</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span> <span class="o">==</span> <span class="kc">None</span><span class="p">):</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">buttonIsStillDown</span><span class="p">:</span>
<span class="c1"># Depending on whether the shift key is down or not, do a COM based selection</span>
<span class="c1"># or use box2d to select the object at a particular point on it. #b2d</span>
<span class="k">if</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">key_lshift</span> <span class="o">==</span> <span class="s1">'D'</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">COM_selection</span> <span class="o">=</span> <span class="kc">False</span>
<span class="n">temp</span> <span class="o">=</span> <span class="n">air_table</span><span class="o">.</span><span class="n">checkForPuckAtThisPosition_b2d</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">cursor_location_px</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span> <span class="o">=</span> <span class="n">temp</span><span class="p">[</span><span class="s1">'puck'</span><span class="p">]</span>
<span class="bp">self</span><span class="o">.</span><span class="n">selection_pointOnPuck_b2d_m</span> <span class="o">=</span> <span class="n">temp</span><span class="p">[</span><span class="s1">'b2d_xy_m'</span><span class="p">]</span>
<span class="k">else</span><span class="p">:</span>
<span class="c1"># COM selection</span>
<span class="bp">self</span><span class="o">.</span><span class="n">COM_selection</span> <span class="o">=</span> <span class="kc">True</span>
<span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span> <span class="o">=</span> <span class="n">air_table</span><span class="o">.</span><span class="n">checkForPuckAtThisPosition</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">cursor_location_px</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">selection_pointOnPuck_b2d_m</span> <span class="o">=</span> <span class="n">b2Vec2</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span><span class="mi">0</span><span class="p">)</span>
<span class="c1"># If a puck is already selected, unselect it if the mouse button is up.</span>
<span class="k">else</span><span class="p">:</span>
<span class="k">if</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">buttonIsStillDown</span><span class="p">:</span>
<span class="c1"># Unselect the puck and bomb out of here.</span>
<span class="c1">#self.selected_puck.selected = False</span>
<span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span> <span class="o">=</span> <span class="kc">None</span>
<span class="bp">self</span><span class="o">.</span><span class="n">COM_selection</span> <span class="o">=</span> <span class="kc">None</span>
<span class="bp">self</span><span class="o">.</span><span class="n">selection_2d_m</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span><span class="mi">0</span><span class="p">)</span>
<span class="k">return</span> <span class="kc">None</span>
<span class="c1"># Now calculate the forces on a selected puck.</span>
<span class="k">if</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span> <span class="o">!=</span> <span class="kc">None</span><span class="p">):</span>
<span class="c1"># Calculate the absolute World position of the selection point. Can't just add the local vector to</span>
<span class="c1"># the center of mass vector. Would have to know the orientation (rotation) of the local coordinate system.</span>
<span class="c1"># So use box2d do that transform for us. #b2d</span>
<span class="n">selection_b2d_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">b2d_body</span><span class="o">.</span><span class="n">GetWorldPoint</span><span class="p">(</span> <span class="bp">self</span><span class="o">.</span><span class="n">selection_pointOnPuck_b2d_m</span><span class="p">)</span>
<span class="c1"># body.GetWorldVector(localVector)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">selection_2d_m</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span> <span class="n">selection_b2d_m</span><span class="o">.</span><span class="n">x</span><span class="p">,</span> <span class="n">selection_b2d_m</span><span class="o">.</span><span class="n">y</span><span class="p">)</span>
<span class="c1"># Use dx difference to calculate the hooks law force being applied by the tether line. </span>
<span class="c1"># If you release the mouse button after a drag it will fling the puck.</span>
<span class="c1"># This tether force will diminish as the puck gets closer to the mouse point.</span>
<span class="n">stringName</span> <span class="o">=</span> <span class="s2">"string"</span> <span class="o">+</span> <span class="nb">str</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">mouse_button</span><span class="p">)</span>
<span class="c1"># Limit the acceleration caused by the cursor string if the targeted object is very small (light).</span>
<span class="c1"># Do this with a scaling factor based on the mass of the selected object. This avoids instability</span>
<span class="c1"># in the physics engines that can be caused by large changes in position/velocity in a time step.</span>
<span class="k">if</span> <span class="p">((</span><span class="bp">self</span><span class="o">.</span><span class="n">mouse_strings_nonCOM</span><span class="p">[</span><span class="n">stringName</span><span class="p">][</span><span class="s1">'k_Npm'</span><span class="p">]</span> <span class="o">/</span> <span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">mass_kg</span><span class="p">)</span> <span class="o">></span> <span class="mf">10000.0</span><span class="p">):</span>
<span class="n">cursor_scaling_factor</span> <span class="o">=</span> <span class="mf">3.0</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">mass_kg</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">cursor_scaling_factor</span> <span class="o">=</span> <span class="mi">1</span>
<span class="c1"># Calculation and aggregation of the cursor forces.</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">COM_selection</span><span class="p">:</span>
<span class="c1"># Spring force</span>
<span class="n">dx_2d_m</span> <span class="o">=</span> <span class="n">env</span><span class="o">.</span><span class="n">ConvertScreenToWorld</span><span class="p">(</span><span class="n">Vec2D</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">cursor_location_px</span><span class="p">))</span> <span class="o">-</span> <span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">pos_2d_m</span>
<span class="n">spring_force_2d_N</span> <span class="o">=</span> <span class="n">dx_2d_m</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">mouse_strings</span><span class="p">[</span><span class="n">stringName</span><span class="p">][</span><span class="s1">'k_Npm'</span><span class="p">]</span> <span class="o">*</span> <span class="n">cursor_scaling_factor</span>
<span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">cursorString_spring_force_2d_N</span> <span class="o">+=</span> <span class="n">spring_force_2d_N</span>
<span class="c1"># Calculate the drag and then add to the pucks aggregate drag force.</span>
<span class="n">drag_force_2d_N</span> <span class="o">=</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">vel_2d_mps</span> <span class="o">*</span> <span class="o">-</span><span class="mi">1</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">mouse_strings</span><span class="p">[</span><span class="n">stringName</span><span class="p">][</span><span class="s1">'c_drag'</span><span class="p">])</span> <span class="o">*</span> <span class="n">cursor_scaling_factor</span>
<span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">cursorString_puckDrag_force_2d_N</span> <span class="o">+=</span> <span class="n">drag_force_2d_N</span>
<span class="k">else</span><span class="p">:</span>
<span class="c1"># NonCOM selection:</span>
<span class="c1"># Spring</span>
<span class="n">dx_2d_m</span> <span class="o">=</span> <span class="n">env</span><span class="o">.</span><span class="n">ConvertScreenToWorld</span><span class="p">(</span><span class="n">Vec2D</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">cursor_location_px</span><span class="p">))</span> <span class="o">-</span> <span class="bp">self</span><span class="o">.</span><span class="n">selection_2d_m</span>
<span class="c1"># Spring force</span>
<span class="n">spring_force_2d_N</span> <span class="o">=</span> <span class="n">dx_2d_m</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">mouse_strings_nonCOM</span><span class="p">[</span><span class="n">stringName</span><span class="p">][</span><span class="s1">'k_Npm'</span><span class="p">]</span> <span class="o">*</span> <span class="n">cursor_scaling_factor</span>
<span class="c1"># Append, this force and the location it is to be applied on the body, to the list on the puck. #b2d</span>
<span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">nonCOM_N</span><span class="o">.</span><span class="n">append</span><span class="p">({</span><span class="s1">'force_2d_N'</span><span class="p">:</span> <span class="n">spring_force_2d_N</span><span class="p">,</span><span class="s1">'local_b2d_m'</span><span class="p">:</span> <span class="bp">self</span><span class="o">.</span><span class="n">selection_pointOnPuck_b2d_m</span><span class="p">})</span>
<span class="c1"># Calculate a drag force based on the velocity of the selected point. Apply this drag to the selected point on the body.</span>
<span class="n">v_selected_pnt_b2d_mps</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">b2d_body</span><span class="o">.</span><span class="n">GetLinearVelocityFromLocalPoint</span><span class="p">(</span> <span class="bp">self</span><span class="o">.</span><span class="n">selection_pointOnPuck_b2d_m</span><span class="p">)</span>
<span class="c1">#print "vel of selected point:", v_selected_pnt_b2d_mps</span>
<span class="n">v_selected_pnt_2d_mps</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span><span class="n">v_selected_pnt_b2d_mps</span><span class="o">.</span><span class="n">x</span><span class="p">,</span> <span class="n">v_selected_pnt_b2d_mps</span><span class="o">.</span><span class="n">y</span><span class="p">)</span>
<span class="n">point_drag_2d_N</span> <span class="o">=</span> <span class="n">v_selected_pnt_2d_mps</span> <span class="o">*</span> <span class="p">(</span><span class="o">-</span><span class="mi">1</span><span class="p">)</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">mouse_strings_nonCOM</span><span class="p">[</span><span class="n">stringName</span><span class="p">][</span><span class="s1">'c_pnt_drag'</span><span class="p">]</span> <span class="o">*</span> <span class="n">cursor_scaling_factor</span>
<span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">nonCOM_N</span><span class="o">.</span><span class="n">append</span><span class="p">({</span><span class="s1">'force_2d_N'</span><span class="p">:</span><span class="n">point_drag_2d_N</span><span class="p">,</span> <span class="s1">'local_b2d_m'</span><span class="p">:</span><span class="bp">self</span><span class="o">.</span><span class="n">selection_pointOnPuck_b2d_m</span><span class="p">})</span>
<span class="c1"># Calculate a drag force based on COM velocity and then add to the pucks aggregate drag force.</span>
<span class="n">drag_force_2d_N</span> <span class="o">=</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">vel_2d_mps</span> <span class="o">*</span> <span class="o">-</span><span class="mi">1</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">mouse_strings_nonCOM</span><span class="p">[</span><span class="n">stringName</span><span class="p">][</span><span class="s1">'c_drag'</span><span class="p">])</span><span class="o">*</span> <span class="n">cursor_scaling_factor</span>
<span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">cursorString_puckDrag_force_2d_N</span> <span class="o">+=</span> <span class="n">drag_force_2d_N</span>
<span class="c1"># Calculate the drag torque...</span>
<span class="n">torque_force_N</span> <span class="o">=</span> <span class="o">-</span><span class="mi">1</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">rotation_speed</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">mouse_strings_nonCOM</span><span class="p">[</span><span class="n">stringName</span><span class="p">][</span><span class="s1">'c_rot'</span><span class="p">]</span> <span class="o">*</span> <span class="n">cursor_scaling_factor</span>
<span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">cursorString_torque_force_Nm</span> <span class="o">+=</span> <span class="n">torque_force_N</span>
<span class="c1"># Some torque to spin the objects.</span>
<span class="k">if</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">key_t</span> <span class="o">==</span> <span class="s1">'D'</span><span class="p">):</span>
<span class="k">if</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">b2d_body</span><span class="o">.</span><span class="n">angularVelocity</span> <span class="o"><</span> <span class="mf">200.0</span><span class="p">):</span>
<span class="k">if</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">key_lshift</span> <span class="o">==</span> <span class="s1">'D'</span><span class="p">):</span>
<span class="n">spin_direction</span> <span class="o">=</span> <span class="o">+</span><span class="mf">1.0</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">spin_direction</span> <span class="o">=</span> <span class="o">-</span><span class="mf">1.0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">cursorString_torque_force_Nm</span> <span class="o">=</span> <span class="mf">10.0</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">mass_kg</span> <span class="o">*</span> <span class="n">spin_direction</span>
<span class="k">def</span> <span class="nf">draw_cursor_string</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">COM_selection</span><span class="p">:</span>
<span class="n">selection_location_2d_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span><span class="o">.</span><span class="n">pos_2d_m</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">selection_location_2d_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">selection_2d_m</span>
<span class="n">line_points</span> <span class="o">=</span> <span class="p">[</span><span class="n">env</span><span class="o">.</span><span class="n">ConvertWorldToScreen</span><span class="p">(</span> <span class="n">selection_location_2d_m</span><span class="p">),</span> <span class="bp">self</span><span class="o">.</span><span class="n">cursor_location_px</span><span class="p">]</span>
<span class="k">if</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">selected_puck</span> <span class="o">!=</span> <span class="kc">None</span><span class="p">):</span>
<span class="n">pygame</span><span class="o">.</span><span class="n">draw</span><span class="o">.</span><span class="n">line</span><span class="p">(</span><span class="n">game_window</span><span class="o">.</span><span class="n">surface</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">cursor_color</span><span class="p">,</span> <span class="n">line_points</span><span class="p">[</span><span class="mi">0</span><span class="p">],</span> <span class="n">line_points</span><span class="p">[</span><span class="mi">1</span><span class="p">],</span> <span class="mi">1</span><span class="p">)</span>
<span class="c1"># Draw small circle at selection point.</span>
<span class="n">radius_px</span> <span class="o">=</span> <span class="mi">2</span>
<span class="n">pygame</span><span class="o">.</span><span class="n">draw</span><span class="o">.</span><span class="n">circle</span><span class="p">(</span><span class="n">game_window</span><span class="o">.</span><span class="n">surface</span><span class="p">,</span> <span class="n">THECOLORS</span><span class="p">[</span><span class="s2">"red"</span><span class="p">],</span> <span class="n">line_points</span><span class="p">[</span><span class="mi">0</span><span class="p">],</span> <span class="n">radius_px</span><span class="p">,</span> <span class="mi">0</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">draw_fancy_server_cursor</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">draw_server_cursor</span><span class="p">(</span> <span class="bp">self</span><span class="o">.</span><span class="n">cursor_color</span><span class="p">,</span> <span class="mi">0</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">draw_server_cursor</span><span class="p">(</span> <span class="n">THECOLORS</span><span class="p">[</span><span class="s2">"black"</span><span class="p">],</span> <span class="mi">1</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">draw_server_cursor</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">color</span><span class="p">,</span> <span class="n">edge_px</span><span class="p">):</span>
<span class="n">cursor_outline_vertices</span> <span class="o">=</span> <span class="p">[]</span>
<span class="n">cursor_outline_vertices</span><span class="o">.</span><span class="n">append</span><span class="p">(</span> <span class="bp">self</span><span class="o">.</span><span class="n">cursor_location_px</span> <span class="p">)</span>
<span class="n">cursor_outline_vertices</span><span class="o">.</span><span class="n">append</span><span class="p">(</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">cursor_location_px</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span> <span class="o">+</span> <span class="mi">10</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">cursor_location_px</span><span class="p">[</span><span class="mi">1</span><span class="p">]</span> <span class="o">+</span> <span class="mi">10</span><span class="p">)</span> <span class="p">)</span>
<span class="n">cursor_outline_vertices</span><span class="o">.</span><span class="n">append</span><span class="p">(</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">cursor_location_px</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span> <span class="o">+</span> <span class="mi">0</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">cursor_location_px</span><span class="p">[</span><span class="mi">1</span><span class="p">]</span> <span class="o">+</span> <span class="mi">15</span><span class="p">)</span> <span class="p">)</span>
<span class="n">pygame</span><span class="o">.</span><span class="n">draw</span><span class="o">.</span><span class="n">polygon</span><span class="p">(</span><span class="n">game_window</span><span class="o">.</span><span class="n">surface</span><span class="p">,</span> <span class="n">color</span><span class="p">,</span> <span class="n">cursor_outline_vertices</span><span class="p">,</span> <span class="n">edge_px</span><span class="p">)</span>
<span class="k">class</span> <span class="nc">runningAvg</span><span class="p">:</span>
<span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">n_target</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">n_target</span> <span class="o">=</span> <span class="n">n_target</span>
<span class="bp">self</span><span class="o">.</span><span class="n">reset</span><span class="p">()</span>
<span class="k">def</span> <span class="nf">update</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">new_value</span><span class="p">):</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">n_in_avg</span> <span class="o"><</span> <span class="bp">self</span><span class="o">.</span><span class="n">n_target</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">total</span> <span class="o">+=</span> <span class="n">new_value</span>
<span class="bp">self</span><span class="o">.</span><span class="n">n_in_avg</span> <span class="o">+=</span> <span class="mi">1</span>
<span class="k">else</span><span class="p">:</span>
<span class="c1"># Add the new value and subtract the oldest.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">total</span> <span class="o">+=</span> <span class="n">new_value</span> <span class="o">-</span> <span class="bp">self</span><span class="o">.</span><span class="n">values</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span>
<span class="c1"># Discard the oldest value.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">values</span><span class="o">.</span><span class="n">pop</span><span class="p">(</span><span class="mi">0</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">values</span><span class="o">.</span><span class="n">append</span><span class="p">(</span><span class="n">new_value</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">result</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">total</span> <span class="o">/</span> <span class="nb">float</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">n_in_avg</span><span class="p">)</span>
<span class="k">return</span> <span class="bp">self</span><span class="o">.</span><span class="n">result</span>
<span class="k">def</span> <span class="nf">reset</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">n_in_avg</span> <span class="o">=</span> <span class="mi">0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">result</span> <span class="o">=</span> <span class="mf">0.0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">values</span> <span class="o">=</span> <span class="p">[]</span>
<span class="bp">self</span><span class="o">.</span><span class="n">total</span> <span class="o">=</span> <span class="mf">0.0</span>
<span class="k">class</span> <span class="nc">Puck</span><span class="p">:</span>
<span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">pos_2d_m</span><span class="p">,</span> <span class="n">radius_m</span><span class="p">,</span> <span class="n">density_kgpm2</span><span class="p">,</span> <span class="n">puck_color</span><span class="o">=</span><span class="n">THECOLORS</span><span class="p">[</span><span class="s2">"grey"</span><span class="p">],</span> <span class="n">coef_rest</span><span class="o">=</span><span class="mf">0.85</span><span class="p">,</span> <span class="n">CR_fixed</span><span class="o">=</span><span class="kc">False</span><span class="p">,</span>
<span class="n">pinned</span><span class="o">=</span><span class="kc">False</span><span class="p">,</span> <span class="n">rect_fixture</span><span class="o">=</span><span class="kc">False</span><span class="p">,</span> <span class="n">aspect_ratio</span><span class="o">=</span><span class="mf">1.0</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">radius_m</span> <span class="o">=</span> <span class="n">radius_m</span>
<span class="bp">self</span><span class="o">.</span><span class="n">radius_px</span> <span class="o">=</span> <span class="nb">int</span><span class="p">(</span><span class="nb">round</span><span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">px_from_m</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">radius_m</span> <span class="o">*</span> <span class="n">env</span><span class="o">.</span><span class="n">viewZoom</span><span class="p">)))</span>
<span class="bp">self</span><span class="o">.</span><span class="n">density_kgpm2</span> <span class="o">=</span> <span class="n">density_kgpm2</span> <span class="c1"># mass per unit area</span>
<span class="bp">self</span><span class="o">.</span><span class="n">mass_kg</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">density_kgpm2</span> <span class="o">*</span> <span class="n">math</span><span class="o">.</span><span class="n">pi</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">radius_m</span> <span class="o">**</span> <span class="mi">2</span>
<span class="bp">self</span><span class="o">.</span><span class="n">coef_rest</span> <span class="o">=</span> <span class="n">coef_rest</span>
<span class="bp">self</span><span class="o">.</span><span class="n">CR_fixed</span> <span class="o">=</span> <span class="n">CR_fixed</span>
<span class="bp">self</span><span class="o">.</span><span class="n">pos_2d_m</span> <span class="o">=</span> <span class="n">pos_2d_m</span>
<span class="bp">self</span><span class="o">.</span><span class="n">vel_2d_mps</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span><span class="mf">0.0</span><span class="p">,</span><span class="mf">0.0</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">rotation_speed</span> <span class="o">=</span> <span class="mf">0.0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">SprDamp_force_2d_N</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span><span class="mf">0.0</span><span class="p">,</span><span class="mf">0.0</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">jet_force_2d_N</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span><span class="mf">0.0</span><span class="p">,</span><span class="mf">0.0</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">cursorString_spring_force_2d_N</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span><span class="mf">0.0</span><span class="p">,</span><span class="mf">0.0</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">cursorString_puckDrag_force_2d_N</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span><span class="mf">0.0</span><span class="p">,</span><span class="mf">0.0</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">cursorString_torque_force_Nm</span> <span class="o">=</span> <span class="mi">0</span>
<span class="c1"># Non-center of mass (COM). #b2d</span>
<span class="c1"># This is a list of dictionaries: each dictionary contains a force and a body location</span>
<span class="bp">self</span><span class="o">.</span><span class="n">nonCOM_N</span> <span class="o">=</span> <span class="p">[]</span>
<span class="bp">self</span><span class="o">.</span><span class="n">impulse_2d_Ns</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span><span class="mf">0.0</span><span class="p">,</span><span class="mf">0.0</span><span class="p">)</span>
<span class="c1">#self.selected = False</span>
<span class="bp">self</span><span class="o">.</span><span class="n">color</span> <span class="o">=</span> <span class="n">puck_color</span>
<span class="bp">self</span><span class="o">.</span><span class="n">client_name</span> <span class="o">=</span> <span class="kc">None</span>
<span class="bp">self</span><span class="o">.</span><span class="n">jet</span> <span class="o">=</span> <span class="kc">None</span>
<span class="bp">self</span><span class="o">.</span><span class="n">gun</span> <span class="o">=</span> <span class="kc">None</span>
<span class="bp">self</span><span class="o">.</span><span class="n">hit</span> <span class="o">=</span> <span class="kc">False</span>
<span class="bp">self</span><span class="o">.</span><span class="n">hitflash_duration_timer_s</span> <span class="o">=</span> <span class="mf">0.0</span>
<span class="c1"># Make the hit flash persist for this number of seconds:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">hitflash_duration_timer_limit_s</span> <span class="o">=</span> <span class="mf">0.05</span>
<span class="c1"># Bullet data...</span>
<span class="bp">self</span><span class="o">.</span><span class="n">bullet</span> <span class="o">=</span> <span class="kc">False</span>
<span class="bp">self</span><span class="o">.</span><span class="n">birth_time_s</span> <span class="o">=</span> <span class="n">env</span><span class="o">.</span><span class="n">time_s</span>
<span class="bp">self</span><span class="o">.</span><span class="n">age_limit_s</span> <span class="o">=</span> <span class="mf">3.0</span>
<span class="c1"># Create a Box2d puck.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">aspect_ratio</span> <span class="o">=</span> <span class="n">aspect_ratio</span>
<span class="bp">self</span><span class="o">.</span><span class="n">rect_fixture</span> <span class="o">=</span> <span class="n">rect_fixture</span>
<span class="k">if</span> <span class="p">(</span><span class="ow">not</span> <span class="n">pinned</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">b2d_body</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">create_Box2d_Puck</span><span class="p">()</span>
<span class="c1"># If you print an object instance...</span>
<span class="k">def</span> <span class="fm">__str__</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="k">return</span> <span class="s2">"puck: x is </span><span class="si">%s</span><span class="s2">, y is </span><span class="si">%s</span><span class="s2">"</span> <span class="o">%</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">pos_2d_m</span><span class="o">.</span><span class="n">x</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">pos_2d_m</span><span class="o">.</span><span class="n">y</span><span class="p">)</span>
<span class="c1"># Box2d</span>
<span class="k">def</span> <span class="nf">create_Box2d_Puck</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="c1"># Create a dynamic body</span>
<span class="n">dynamic_body</span> <span class="o">=</span> <span class="n">b2_world</span><span class="o">.</span><span class="n">CreateDynamicBody</span><span class="p">(</span><span class="n">position</span><span class="o">=</span><span class="n">b2Vec2</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">pos_2d_m</span><span class="o">.</span><span class="n">tuple</span><span class="p">()),</span> <span class="n">angle</span><span class="o">=</span><span class="mi">0</span><span class="p">,</span>
<span class="n">linearVelocity</span><span class="o">=</span><span class="n">b2Vec2</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">vel_2d_mps</span><span class="o">.</span><span class="n">tuple</span><span class="p">()))</span>
<span class="c1"># Surface friction</span>
<span class="n">coef_friction</span> <span class="o">=</span> <span class="n">air_table</span><span class="o">.</span><span class="n">coef_friction_puck</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect_fixture</span><span class="p">:</span>
<span class="c1"># And add a box fixture onto it.</span>
<span class="n">dynamic_body</span><span class="o">.</span><span class="n">CreatePolygonFixture</span><span class="p">(</span><span class="n">box</span><span class="o">=</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">radius_m</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">radius_m</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">aspect_ratio</span><span class="p">),</span> <span class="n">density</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">density_kgpm2</span><span class="p">,</span>
<span class="n">friction</span><span class="o">=</span><span class="n">coef_friction</span><span class="p">,</span> <span class="n">restitution</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">coef_rest</span><span class="p">)</span>
<span class="c1"># Set the mass attribute based on what box2d calculates.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">mass_kg</span> <span class="o">=</span> <span class="n">dynamic_body</span><span class="o">.</span><span class="n">mass</span>
<span class="k">else</span><span class="p">:</span>
<span class="c1"># And add a circle fixture onto it.</span>
<span class="n">dynamic_body</span><span class="o">.</span><span class="n">CreateCircleFixture</span><span class="p">(</span><span class="n">radius</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">radius_m</span> <span class="p">,</span> <span class="n">density</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">density_kgpm2</span><span class="p">,</span>
<span class="n">friction</span><span class="o">=</span><span class="n">coef_friction</span><span class="p">,</span> <span class="n">restitution</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">coef_rest</span><span class="p">)</span>
<span class="c1"># Some fluid drag inside the Box2D engine.</span>
<span class="n">dynamic_body</span><span class="o">.</span><span class="n">linearDamping</span> <span class="o">=</span> <span class="mf">0.0</span> <span class="c1">#0.6</span>
<span class="n">dynamic_body</span><span class="o">.</span><span class="n">angularDamping</span> <span class="o">=</span> <span class="mf">0.0</span> <span class="c1">#0.6</span>
<span class="c1">#print "box2d", dynamic_body.mass, dynamic_body.fixtures[0].restitution</span>
<span class="k">return</span> <span class="n">dynamic_body</span>
<span class="c1"># Box2d</span>
<span class="k">def</span> <span class="nf">get_Box2d_XandV</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="c1"># Position</span>
<span class="n">box2d_pos_2d_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">b2d_body</span><span class="o">.</span><span class="n">GetWorldPoint</span><span class="p">(</span><span class="n">b2Vec2</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span><span class="mi">0</span><span class="p">))</span>
<span class="bp">self</span><span class="o">.</span><span class="n">pos_2d_m</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span> <span class="n">box2d_pos_2d_m</span><span class="o">.</span><span class="n">x</span><span class="p">,</span> <span class="n">box2d_pos_2d_m</span><span class="o">.</span><span class="n">y</span><span class="p">)</span>
<span class="c1"># Velocity</span>
<span class="n">box2d_vel_2d_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">b2d_body</span><span class="o">.</span><span class="n">linearVelocity</span>
<span class="bp">self</span><span class="o">.</span><span class="n">vel_2d_mps</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span> <span class="n">box2d_vel_2d_m</span><span class="o">.</span><span class="n">x</span><span class="p">,</span> <span class="n">box2d_vel_2d_m</span><span class="o">.</span><span class="n">y</span><span class="p">)</span>
<span class="c1"># Rotational speed.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">rotation_speed</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">b2d_body</span><span class="o">.</span><span class="n">angularVelocity</span>
<span class="c1">#print self.rotation_speed</span>
<span class="k">def</span> <span class="nf">draw</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="c1"># Convert x,y to pixel screen location and then draw.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">pos_2d_px</span> <span class="o">=</span> <span class="n">env</span><span class="o">.</span><span class="n">ConvertWorldToScreen</span><span class="p">(</span> <span class="bp">self</span><span class="o">.</span><span class="n">pos_2d_m</span><span class="p">)</span>
<span class="c1">#print "draw position", self.pos_px[0], self.pos_px[1]</span>
<span class="c1"># Update based on zoom factor</span>
<span class="bp">self</span><span class="o">.</span><span class="n">radius_px</span> <span class="o">=</span> <span class="nb">int</span><span class="p">(</span><span class="nb">round</span><span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">px_from_m</span><span class="p">(</span> <span class="bp">self</span><span class="o">.</span><span class="n">radius_m</span><span class="p">)))</span>
<span class="k">if</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">radius_px</span> <span class="o"><</span> <span class="mi">3</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">radius_px</span> <span class="o">=</span> <span class="mi">3</span>
<span class="c1"># Just after a hit, fill the whole circle with RED (i.e., thickness = 0).</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">hit</span><span class="p">:</span>
<span class="n">puck_circle_thickness</span> <span class="o">=</span> <span class="mi">0</span>
<span class="n">puck_color</span> <span class="o">=</span> <span class="n">THECOLORS</span><span class="p">[</span><span class="s2">"red"</span><span class="p">]</span>
<span class="bp">self</span><span class="o">.</span><span class="n">hitflash_duration_timer_s</span> <span class="o">+=</span> <span class="n">dt_render_s</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">hitflash_duration_timer_s</span> <span class="o">></span> <span class="bp">self</span><span class="o">.</span><span class="n">hitflash_duration_timer_limit_s</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">hit</span> <span class="o">=</span> <span class="kc">False</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">puck_circle_thickness</span> <span class="o">=</span> <span class="mi">3</span>
<span class="n">puck_color</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">color</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect_fixture</span><span class="p">:</span>
<span class="c1"># Box2d</span>
<span class="n">fixture_shape</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">b2d_body</span><span class="o">.</span><span class="n">fixtures</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span><span class="o">.</span><span class="n">shape</span>
<span class="n">vertices_screen_2d_px</span> <span class="o">=</span> <span class="p">[]</span>
<span class="k">for</span> <span class="n">vertex_object_2d_m</span> <span class="ow">in</span> <span class="n">fixture_shape</span><span class="o">.</span><span class="n">vertices</span><span class="p">:</span>
<span class="n">vertex_world_2d_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">b2d_body</span><span class="o">.</span><span class="n">transform</span> <span class="o">*</span> <span class="n">vertex_object_2d_m</span> <span class="c1"># Overload operation</span>
<span class="n">vertex_screen_2d_px</span> <span class="o">=</span> <span class="n">env</span><span class="o">.</span><span class="n">ConvertWorldToScreen</span><span class="p">(</span> <span class="n">Vec2D</span><span class="p">(</span><span class="n">vertex_world_2d_m</span><span class="o">.</span><span class="n">x</span><span class="p">,</span> <span class="n">vertex_world_2d_m</span><span class="o">.</span><span class="n">y</span><span class="p">))</span> <span class="c1"># This returns a tuple</span>
<span class="n">vertices_screen_2d_px</span><span class="o">.</span><span class="n">append</span><span class="p">(</span> <span class="n">vertex_screen_2d_px</span><span class="p">)</span> <span class="c1"># Append to the list.</span>
<span class="n">pygame</span><span class="o">.</span><span class="n">draw</span><span class="o">.</span><span class="n">polygon</span><span class="p">(</span><span class="n">game_window</span><span class="o">.</span><span class="n">surface</span><span class="p">,</span> <span class="n">puck_color</span><span class="p">,</span> <span class="n">vertices_screen_2d_px</span><span class="p">,</span> <span class="n">puck_circle_thickness</span><span class="p">)</span>
<span class="k">else</span><span class="p">:</span>
<span class="c1"># Draw main puck body.</span>
<span class="n">pygame</span><span class="o">.</span><span class="n">draw</span><span class="o">.</span><span class="n">circle</span><span class="p">(</span><span class="n">game_window</span><span class="o">.</span><span class="n">surface</span><span class="p">,</span> <span class="n">puck_color</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">pos_2d_px</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">radius_px</span><span class="p">,</span> <span class="n">puck_circle_thickness</span><span class="p">)</span>
<span class="c1"># If it's not a bullet and not a rectangle, dray a line on the puck to indicate rotational orientation.</span>
<span class="k">if</span> <span class="p">((</span><span class="bp">self</span><span class="o">.</span><span class="n">bullet</span> <span class="o">==</span> <span class="kc">False</span><span class="p">)</span> <span class="ow">and</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">rect_fixture</span><span class="o">==</span><span class="kc">False</span><span class="p">)):</span>
<span class="n">point_on_radius_b2d_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">b2d_body</span><span class="o">.</span><span class="n">GetWorldPoint</span><span class="p">(</span> <span class="n">b2Vec2</span><span class="p">(</span><span class="mf">0.0</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">radius_m</span><span class="p">))</span>
<span class="n">point_on_radius_2d_m</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span> <span class="n">point_on_radius_b2d_m</span><span class="o">.</span><span class="n">x</span><span class="p">,</span> <span class="n">point_on_radius_b2d_m</span><span class="o">.</span><span class="n">y</span><span class="p">)</span>
<span class="n">point_on_radius_2d_px</span> <span class="o">=</span> <span class="n">env</span><span class="o">.</span><span class="n">ConvertWorldToScreen</span><span class="p">(</span> <span class="n">point_on_radius_2d_m</span><span class="p">)</span>
<span class="n">point_at_center_b2d_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">b2d_body</span><span class="o">.</span><span class="n">GetWorldPoint</span><span class="p">(</span> <span class="n">b2Vec2</span><span class="p">(</span><span class="mf">0.0</span><span class="p">,</span> <span class="mf">0.0</span><span class="p">))</span>
<span class="n">point_at_center_2d_m</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span> <span class="n">point_at_center_b2d_m</span><span class="o">.</span><span class="n">x</span><span class="p">,</span> <span class="n">point_at_center_b2d_m</span><span class="o">.</span><span class="n">y</span><span class="p">)</span>
<span class="n">point_at_center_2d_px</span> <span class="o">=</span> <span class="n">env</span><span class="o">.</span><span class="n">ConvertWorldToScreen</span><span class="p">(</span> <span class="n">point_at_center_2d_m</span><span class="p">)</span>
<span class="n">pygame</span><span class="o">.</span><span class="n">draw</span><span class="o">.</span><span class="n">line</span><span class="p">(</span><span class="n">game_window</span><span class="o">.</span><span class="n">surface</span><span class="p">,</span> <span class="n">puck_color</span><span class="p">,</span> <span class="n">point_on_radius_2d_px</span><span class="p">,</span> <span class="n">point_at_center_2d_px</span><span class="p">,</span> <span class="mi">2</span><span class="p">)</span>
<span class="c1"># Draw life (poor health) indicator circle.</span>
<span class="k">if</span> <span class="p">(((</span><span class="bp">self</span><span class="o">.</span><span class="n">client_name</span> <span class="o">!=</span> <span class="kc">None</span><span class="p">)</span> <span class="ow">and</span> <span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="bp">self</span><span class="o">.</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">active</span><span class="p">)</span> <span class="ow">or</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">client_name</span> <span class="o">==</span> <span class="s1">'test'</span><span class="p">))</span> <span class="ow">and</span> <span class="p">(</span><span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">bullet</span><span class="p">):</span>
<span class="n">spent_fraction</span> <span class="o">=</span> <span class="nb">float</span><span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="bp">self</span><span class="o">.</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">bullet_hit_count</span><span class="p">)</span> <span class="o">/</span> <span class="nb">float</span><span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="bp">self</span><span class="o">.</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">bullet_hit_limit</span><span class="p">)</span>
<span class="n">life_radius</span> <span class="o">=</span> <span class="n">spent_fraction</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">radius_px</span>
<span class="k">if</span> <span class="p">(</span><span class="n">life_radius</span> <span class="o">></span> <span class="mf">2.0</span><span class="p">):</span>
<span class="n">life_radius_px</span> <span class="o">=</span> <span class="nb">int</span><span class="p">(</span><span class="nb">round</span><span class="p">(</span><span class="n">life_radius</span><span class="p">))</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">life_radius_px</span> <span class="o">=</span> <span class="mi">2</span>
<span class="n">pygame</span><span class="o">.</span><span class="n">draw</span><span class="o">.</span><span class="n">circle</span><span class="p">(</span><span class="n">game_window</span><span class="o">.</span><span class="n">surface</span><span class="p">,</span> <span class="n">THECOLORS</span><span class="p">[</span><span class="s2">"red"</span><span class="p">],</span> <span class="bp">self</span><span class="o">.</span><span class="n">pos_2d_px</span><span class="p">,</span> <span class="n">life_radius_px</span><span class="p">,</span> <span class="mi">1</span><span class="p">)</span>
<span class="k">class</span> <span class="nc">RotatingTube</span><span class="p">:</span>
<span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">puck</span><span class="p">):</span>
<span class="c1"># Associate the tube with the puck.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">puck</span> <span class="o">=</span> <span class="n">puck</span>
<span class="bp">self</span><span class="o">.</span><span class="n">color</span> <span class="o">=</span> <span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">cursor_color</span>
<span class="c1"># Degrees of rotation per second.</span>
<span class="c1">#self.rotation_rate_dps = 360.0</span>
<span class="c1"># Scaling factors to manage the aspect ratio of the tube.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">sf_x</span> <span class="o">=</span> <span class="mf">0.15</span>
<span class="bp">self</span><span class="o">.</span><span class="n">sf_y</span> <span class="o">=</span> <span class="mf">0.50</span>
<span class="c1"># Notice the counter-clockwise drawing pattern. Four vertices for a rectangle.</span>
<span class="c1"># Each vertex is represented by a vector.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">tube_vertices_2d_m</span> <span class="o">=</span> <span class="p">[</span><span class="n">Vec2D</span><span class="p">(</span><span class="o">-</span><span class="mf">0.50</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">sf_x</span><span class="p">,</span> <span class="mf">0.00</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">sf_y</span><span class="p">),</span>
<span class="n">Vec2D</span><span class="p">(</span> <span class="mf">0.50</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">sf_x</span><span class="p">,</span> <span class="mf">0.00</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">sf_y</span><span class="p">),</span>
<span class="n">Vec2D</span><span class="p">(</span> <span class="mf">0.50</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">sf_x</span><span class="p">,</span> <span class="mf">1.00</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">sf_y</span><span class="p">),</span>
<span class="n">Vec2D</span><span class="p">(</span><span class="o">-</span><span class="mf">0.50</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">sf_x</span><span class="p">,</span> <span class="mf">1.00</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">sf_y</span><span class="p">)]</span>
<span class="c1"># Define a normal (1 meter) pointing vector to keep track of the direction of the jet.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">direction_2d_m</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span><span class="mf">0.0</span><span class="p">,</span> <span class="mf">1.0</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">rotate_vertices</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">vertices_2d_m</span><span class="p">,</span> <span class="n">angle_deg</span><span class="p">):</span>
<span class="c1"># Put modified vectors in a new list.</span>
<span class="n">rotated_vertices_2d_m</span> <span class="o">=</span> <span class="p">[]</span>
<span class="k">for</span> <span class="n">vertex_2d_m</span> <span class="ow">in</span> <span class="n">vertices_2d_m</span><span class="p">:</span>
<span class="n">rotated_vertices_2d_m</span><span class="o">.</span><span class="n">append</span><span class="p">(</span> <span class="n">vertex_2d_m</span><span class="o">.</span><span class="n">rotated</span><span class="p">(</span> <span class="n">angle_deg</span><span class="p">))</span>
<span class="k">return</span> <span class="n">rotated_vertices_2d_m</span>
<span class="k">def</span> <span class="nf">rotate_everything</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">angle_deg</span><span class="p">):</span>
<span class="c1"># Rotate the pointer.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">direction_2d_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">direction_2d_m</span><span class="o">.</span><span class="n">rotated</span><span class="p">(</span> <span class="n">angle_deg</span><span class="p">)</span>
<span class="c1"># Rotate the tube.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">tube_vertices_2d_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">rotate_vertices</span><span class="p">(</span> <span class="bp">self</span><span class="o">.</span><span class="n">tube_vertices_2d_m</span><span class="p">,</span> <span class="n">angle_deg</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">convert_from_world_to_screen</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">vertices_2d_m</span><span class="p">,</span> <span class="n">base_point_2d_m</span><span class="p">):</span>
<span class="n">vertices_2d_px</span> <span class="o">=</span> <span class="p">[]</span>
<span class="k">for</span> <span class="n">vertex_2d_m</span> <span class="ow">in</span> <span class="n">vertices_2d_m</span><span class="p">:</span>
<span class="c1"># Calculate absolute position of this vertex.</span>
<span class="n">vertices_2d_px</span><span class="o">.</span><span class="n">append</span><span class="p">(</span> <span class="n">env</span><span class="o">.</span><span class="n">ConvertWorldToScreen</span><span class="p">(</span> <span class="n">vertex_2d_m</span> <span class="o">+</span> <span class="n">base_point_2d_m</span><span class="p">))</span>
<span class="k">return</span> <span class="n">vertices_2d_px</span>
<span class="k">def</span> <span class="nf">draw_tube</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">line_thickness</span><span class="o">=</span><span class="mi">3</span><span class="p">):</span>
<span class="c1"># Draw the tube on the game-window surface. Establish the base_point as the center of the puck.</span>
<span class="n">pygame</span><span class="o">.</span><span class="n">draw</span><span class="o">.</span><span class="n">polygon</span><span class="p">(</span><span class="n">game_window</span><span class="o">.</span><span class="n">surface</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">color</span><span class="p">,</span>
<span class="bp">self</span><span class="o">.</span><span class="n">convert_from_world_to_screen</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">tube_vertices_2d_m</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">pos_2d_m</span><span class="p">),</span> <span class="n">line_thickness</span><span class="p">)</span>
<span class="k">class</span> <span class="nc">Jet</span><span class="p">(</span> <span class="n">RotatingTube</span><span class="p">):</span>
<span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">puck</span><span class="p">):</span>
<span class="n">RotatingTube</span><span class="o">.</span><span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">puck</span><span class="p">)</span>
<span class="c1"># Degrees of rotation per second.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">rotation_rate_dps</span> <span class="o">=</span> <span class="mf">360.0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">color</span> <span class="o">=</span> <span class="n">THECOLORS</span><span class="p">[</span><span class="s2">"yellow"</span><span class="p">]</span>
<span class="c1"># The jet flame (triangle)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">flame_vertices_2d_m</span> <span class="o">=</span><span class="p">[</span><span class="n">Vec2D</span><span class="p">(</span><span class="o">-</span><span class="mf">0.50</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">sf_x</span><span class="p">,</span> <span class="mf">1.02</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">sf_y</span><span class="p">),</span>
<span class="n">Vec2D</span><span class="p">(</span> <span class="mf">0.50</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">sf_x</span><span class="p">,</span> <span class="mf">1.02</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">sf_y</span><span class="p">),</span>
<span class="n">Vec2D</span><span class="p">(</span><span class="o">-</span><span class="mf">0.00</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">sf_x</span><span class="p">,</span> <span class="mf">1.80</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">sf_y</span><span class="p">)]</span>
<span class="c1"># Scaler magnitude of jet force.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">jet_force_N</span> <span class="o">=</span> <span class="mf">1.3</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">mass_kg</span> <span class="o">*</span> <span class="nb">abs</span><span class="p">(</span><span class="n">air_table</span><span class="o">.</span><span class="n">gON_2d_mps2</span><span class="o">.</span><span class="n">y</span><span class="p">)</span>
<span class="c1"># Point everything down for starters.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">rotate_everything</span><span class="p">(</span> <span class="mi">180</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">turn_jet_forces_onoff</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">client_name</span><span class="p">):</span>
<span class="k">if</span> <span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_w</span> <span class="o">==</span> <span class="s2">"D"</span><span class="p">):</span>
<span class="c1"># Force on puck is in the opposite direction of the jet tube.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">jet_force_2d_N</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">direction_2d_m</span> <span class="o">*</span> <span class="p">(</span><span class="o">-</span><span class="mi">1</span><span class="p">)</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">jet_force_N</span>
<span class="k">else</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">jet_force_2d_N</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">direction_2d_m</span> <span class="o">*</span> <span class="mf">0.0</span>
<span class="k">def</span> <span class="nf">client_rotation_control</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">client_name</span><span class="p">):</span>
<span class="k">if</span> <span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_a</span> <span class="o">==</span> <span class="s2">"D"</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">rotate_everything</span><span class="p">(</span> <span class="o">+</span><span class="mi">1</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">rotation_rate_dps</span> <span class="o">*</span> <span class="n">dt_render_s</span><span class="p">)</span>
<span class="k">if</span> <span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_d</span> <span class="o">==</span> <span class="s2">"D"</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">rotate_everything</span><span class="p">(</span> <span class="o">-</span><span class="mi">1</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">rotation_rate_dps</span> <span class="o">*</span> <span class="n">dt_render_s</span><span class="p">)</span>
<span class="k">if</span> <span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_s</span> <span class="o">==</span> <span class="s2">"D"</span><span class="p">):</span>
<span class="c1"># Rotate jet tube to be in the same direction as the motion of the puck.</span>
<span class="n">puck_velocity_angle</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">vel_2d_mps</span><span class="o">.</span><span class="n">get_angle</span><span class="p">()</span>
<span class="n">current_jet_angle</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">direction_2d_m</span><span class="o">.</span><span class="n">get_angle</span><span class="p">()</span>
<span class="bp">self</span><span class="o">.</span><span class="n">rotate_everything</span><span class="p">(</span><span class="n">puck_velocity_angle</span> <span class="o">-</span> <span class="n">current_jet_angle</span><span class="p">)</span>
<span class="c1">#self.rotate_everything(180)</span>
<span class="c1"># Reset this so it doesn't keep flipping. Just want it to flip the</span>
<span class="c1"># direction once but not keep flipping.</span>
<span class="c1"># This first line is enough to keep the local client from flipping again because</span>
<span class="c1"># the local keyboard doesn't keep sending the "D" event if the key is held down.</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_s</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="c1"># This second one is also needed for the network clients because they keep</span>
<span class="c1"># sending the "D" until they release the key.</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_s_onoff</span> <span class="o">=</span> <span class="s2">"OFF"</span>
<span class="k">def</span> <span class="nf">rotate_everything</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">angle_deg</span><span class="p">):</span>
<span class="c1"># Rotate the pointer.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">direction_2d_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">direction_2d_m</span><span class="o">.</span><span class="n">rotated</span><span class="p">(</span> <span class="n">angle_deg</span><span class="p">)</span>
<span class="c1"># Rotate the tube.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">tube_vertices_2d_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">rotate_vertices</span><span class="p">(</span> <span class="bp">self</span><span class="o">.</span><span class="n">tube_vertices_2d_m</span><span class="p">,</span> <span class="n">angle_deg</span><span class="p">)</span>
<span class="c1"># Rotate the flame.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">flame_vertices_2d_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">rotate_vertices</span><span class="p">(</span> <span class="bp">self</span><span class="o">.</span><span class="n">flame_vertices_2d_m</span><span class="p">,</span> <span class="n">angle_deg</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">draw</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="c1"># Draw the jet tube. </span>
<span class="bp">self</span><span class="o">.</span><span class="n">draw_tube</span><span class="p">()</span>
<span class="c1"># Draw the red flame.</span>
<span class="k">if</span> <span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_w</span> <span class="o">==</span> <span class="s2">"D"</span><span class="p">):</span>
<span class="n">pygame</span><span class="o">.</span><span class="n">draw</span><span class="o">.</span><span class="n">polygon</span><span class="p">(</span><span class="n">game_window</span><span class="o">.</span><span class="n">surface</span><span class="p">,</span> <span class="n">THECOLORS</span><span class="p">[</span><span class="s2">"red"</span><span class="p">],</span>
<span class="bp">self</span><span class="o">.</span><span class="n">convert_from_world_to_screen</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">flame_vertices_2d_m</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">pos_2d_m</span><span class="p">),</span> <span class="mi">0</span><span class="p">)</span>
<span class="k">class</span> <span class="nc">Gun</span><span class="p">(</span> <span class="n">RotatingTube</span><span class="p">):</span>
<span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">puck</span><span class="p">):</span>
<span class="n">RotatingTube</span><span class="o">.</span><span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">puck</span><span class="p">)</span>
<span class="c1"># Degrees of rotation per second.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">rotation_rate_dps</span> <span class="o">=</span> <span class="mf">180.0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">color</span> <span class="o">=</span> <span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">cursor_color</span>
<span class="c1"># Run this method of the RotationTube class to set the initial angle of each new gun.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">rotate_everything</span><span class="p">(</span> <span class="mi">45</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">bullet_speed_mps</span> <span class="o">=</span> <span class="mf">5.0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">fire_time_s</span> <span class="o">=</span> <span class="n">env</span><span class="o">.</span><span class="n">time_s</span>
<span class="bp">self</span><span class="o">.</span><span class="n">firing_delay_s</span> <span class="o">=</span> <span class="mf">0.1</span>
<span class="bp">self</span><span class="o">.</span><span class="n">bullet_count</span> <span class="o">=</span> <span class="mi">0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">bullet_count_limit</span> <span class="o">=</span> <span class="mi">10</span>
<span class="bp">self</span><span class="o">.</span><span class="n">gun_recharge_wait_s</span> <span class="o">=</span> <span class="mf">2.5</span>
<span class="bp">self</span><span class="o">.</span><span class="n">gun_recharge_start_time_s</span> <span class="o">=</span> <span class="n">env</span><span class="o">.</span><span class="n">time_s</span>
<span class="bp">self</span><span class="o">.</span><span class="n">gun_recharging</span> <span class="o">=</span> <span class="kc">False</span>
<span class="bp">self</span><span class="o">.</span><span class="n">testing_gun</span> <span class="o">=</span> <span class="kc">False</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield</span> <span class="o">=</span> <span class="kc">False</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield_hit</span> <span class="o">=</span> <span class="kc">False</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield_hit_duration_s</span> <span class="o">=</span> <span class="mf">0.0</span>
<span class="c1"># Make the hit remove the shield for this number of seconds:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield_hit_duration_limit_s</span> <span class="o">=</span> <span class="mf">0.05</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield_hit_count</span> <span class="o">=</span> <span class="mi">0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield_hit_count_limit</span> <span class="o">=</span> <span class="mi">20</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield_recharging</span> <span class="o">=</span> <span class="kc">False</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield_recharge_wait_s</span> <span class="o">=</span> <span class="mf">4.0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield_recharge_start_time_s</span> <span class="o">=</span> <span class="n">env</span><span class="o">.</span><span class="n">time_s</span>
<span class="k">def</span> <span class="nf">client_rotation_control</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">client_name</span><span class="p">):</span>
<span class="k">if</span> <span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_j</span> <span class="o">==</span> <span class="s2">"D"</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">rotate_everything</span><span class="p">(</span> <span class="o">+</span><span class="bp">self</span><span class="o">.</span><span class="n">rotation_rate_dps</span> <span class="o">*</span> <span class="n">dt_render_s</span><span class="p">)</span>
<span class="k">if</span> <span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_l</span> <span class="o">==</span> <span class="s2">"D"</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">rotate_everything</span><span class="p">(</span> <span class="o">-</span><span class="bp">self</span><span class="o">.</span><span class="n">rotation_rate_dps</span> <span class="o">*</span> <span class="n">dt_render_s</span><span class="p">)</span>
<span class="k">if</span> <span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_k</span> <span class="o">==</span> <span class="s2">"D"</span><span class="p">):</span>
<span class="c1"># Rotate jet tube to be in the same direction as the motion of the puck.</span>
<span class="n">puck_velocity_angle</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">vel_2d_mps</span><span class="o">.</span><span class="n">get_angle</span><span class="p">()</span>
<span class="n">current_gun_angle</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">direction_2d_m</span><span class="o">.</span><span class="n">get_angle</span><span class="p">()</span>
<span class="bp">self</span><span class="o">.</span><span class="n">rotate_everything</span><span class="p">(</span><span class="n">puck_velocity_angle</span> <span class="o">-</span> <span class="n">current_gun_angle</span><span class="p">)</span>
<span class="c1"># Reset this so it doesn't keep flipping. Just want it to flip the</span>
<span class="c1"># direction once but not keep flipping.</span>
<span class="c1"># This first line is enough to keep the local client from flipping again because</span>
<span class="c1"># the local keyboard doesn't keep sending the "D" event if the key is held down.</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_k</span> <span class="o">=</span> <span class="s2">"U"</span>
<span class="c1"># This second one is also needed for the network clients because they keep</span>
<span class="c1"># sending the "D" until they release the key.</span>
<span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_k_onoff</span> <span class="o">=</span> <span class="s2">"OFF"</span>
<span class="k">def</span> <span class="nf">control_firing</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">client_name</span><span class="p">):</span>
<span class="c1"># Fire only if the shield is off.</span>
<span class="k">if</span> <span class="p">((</span><span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_i</span> <span class="o">==</span> <span class="s2">"D"</span><span class="p">)</span> <span class="ow">and</span> <span class="p">(</span><span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">shield</span><span class="p">))</span> <span class="ow">or</span> <span class="bp">self</span><span class="o">.</span><span class="n">testing_gun</span><span class="p">:</span>
<span class="c1"># Fire the gun.</span>
<span class="k">if</span> <span class="p">((</span><span class="n">env</span><span class="o">.</span><span class="n">time_s</span> <span class="o">-</span> <span class="bp">self</span><span class="o">.</span><span class="n">fire_time_s</span><span class="p">)</span> <span class="o">></span> <span class="bp">self</span><span class="o">.</span><span class="n">firing_delay_s</span><span class="p">)</span> <span class="ow">and</span> <span class="p">(</span><span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">gun_recharging</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">fire_gun</span><span class="p">()</span>
<span class="bp">self</span><span class="o">.</span><span class="n">bullet_count</span> <span class="o">+=</span> <span class="mi">1</span>
<span class="c1"># Timestamp the firing event.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">fire_time_s</span> <span class="o">=</span> <span class="n">env</span><span class="o">.</span><span class="n">time_s</span>
<span class="c1"># Check to see if gun bullet count indicates the need to start recharging.</span>
<span class="k">if</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">bullet_count</span> <span class="o">></span> <span class="bp">self</span><span class="o">.</span><span class="n">bullet_count_limit</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">gun_recharge_start_time_s</span> <span class="o">=</span> <span class="n">env</span><span class="o">.</span><span class="n">time_s</span>
<span class="bp">self</span><span class="o">.</span><span class="n">gun_recharging</span> <span class="o">=</span> <span class="kc">True</span>
<span class="bp">self</span><span class="o">.</span><span class="n">bullet_count</span> <span class="o">=</span> <span class="mi">0</span>
<span class="c1"># If recharged.</span>
<span class="k">if</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">gun_recharging</span> <span class="ow">and</span> <span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">time_s</span> <span class="o">-</span> <span class="bp">self</span><span class="o">.</span><span class="n">gun_recharge_start_time_s</span><span class="p">)</span> <span class="o">></span> <span class="bp">self</span><span class="o">.</span><span class="n">gun_recharge_wait_s</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">gun_recharging</span> <span class="o">=</span> <span class="kc">False</span>
<span class="k">def</span> <span class="nf">fire_gun</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="n">bullet_radius_m</span> <span class="o">=</span> <span class="mf">0.05</span>
<span class="c1"># Set the initial position of the bullet so that it clears (doesn't collide with) the host puck.</span>
<span class="n">initial_position_2d_m</span> <span class="o">=</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">pos_2d_m</span> <span class="o">+</span>
<span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">direction_2d_m</span> <span class="o">*</span> <span class="p">(</span><span class="mf">1.1</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">radius_m</span> <span class="o">+</span> <span class="mf">1.1</span> <span class="o">*</span> <span class="n">bullet_radius_m</span><span class="p">))</span> <span class="p">)</span>
<span class="n">temp_bullet</span> <span class="o">=</span> <span class="n">Puck</span><span class="p">(</span><span class="n">initial_position_2d_m</span><span class="p">,</span> <span class="n">bullet_radius_m</span><span class="p">,</span> <span class="mf">0.3</span><span class="p">)</span>
<span class="c1"># Relative velocity of the bullet: the bullet velocity as seen from the host puck. This is the</span>
<span class="c1"># speed of the bullet relative to the motion of the host puck (host velocity BEFORE the firing of </span>
<span class="c1"># the bullet).</span>
<span class="n">bullet_relative_vel_2d_mps</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">direction_2d_m</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">bullet_speed_mps</span>
<span class="c1"># Absolute velocity of the bullet.</span>
<span class="n">temp_bullet</span><span class="o">.</span><span class="n">vel_2d_mps</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">vel_2d_mps</span> <span class="o">+</span> <span class="n">bullet_relative_vel_2d_mps</span>
<span class="c1"># Also set the velocity of the Box2d puck.</span>
<span class="n">temp_bullet</span><span class="o">.</span><span class="n">b2d_body</span><span class="o">.</span><span class="n">linearVelocity</span> <span class="o">=</span> <span class="n">b2Vec2</span><span class="p">(</span> <span class="n">temp_bullet</span><span class="o">.</span><span class="n">vel_2d_mps</span><span class="o">.</span><span class="n">tuple</span><span class="p">())</span>
<span class="n">temp_bullet</span><span class="o">.</span><span class="n">bullet</span> <span class="o">=</span> <span class="kc">True</span>
<span class="n">temp_bullet</span><span class="o">.</span><span class="n">b2d_body</span><span class="o">.</span><span class="n">bullet</span> <span class="o">=</span> <span class="kc">True</span>
<span class="n">temp_bullet</span><span class="o">.</span><span class="n">color</span> <span class="o">=</span> <span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">cursor_color</span>
<span class="n">temp_bullet</span><span class="o">.</span><span class="n">client_name</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">client_name</span>
<span class="n">air_table</span><span class="o">.</span><span class="n">pucks</span><span class="o">.</span><span class="n">append</span><span class="p">(</span> <span class="n">temp_bullet</span><span class="p">)</span>
<span class="c1"># Calculate the recoil impulse from firing the gun (opposite the direction of the bullet).</span>
<span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">impulse_2d_Ns</span> <span class="o">=</span> <span class="n">bullet_relative_vel_2d_mps</span> <span class="o">*</span> <span class="n">temp_bullet</span><span class="o">.</span><span class="n">mass_kg</span> <span class="o">*</span> <span class="p">(</span><span class="o">-</span><span class="mi">1</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">control_shield</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">client_name</span><span class="p">):</span>
<span class="k">if</span> <span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">clients</span><span class="p">[</span><span class="n">client_name</span><span class="p">]</span><span class="o">.</span><span class="n">key_space</span> <span class="o">==</span> <span class="s2">"D"</span><span class="p">)</span> <span class="ow">and</span> <span class="p">(</span><span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">shield_recharging</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield</span> <span class="o">=</span> <span class="kc">True</span>
<span class="k">else</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield</span> <span class="o">=</span> <span class="kc">False</span>
<span class="c1"># Check to see if the shield hit count indicates the need to start recharging.</span>
<span class="k">if</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">shield_hit_count</span> <span class="o">></span> <span class="bp">self</span><span class="o">.</span><span class="n">shield_hit_count_limit</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield_recharge_start_time_s</span> <span class="o">=</span> <span class="n">env</span><span class="o">.</span><span class="n">time_s</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield</span> <span class="o">=</span> <span class="kc">False</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield_recharging</span> <span class="o">=</span> <span class="kc">True</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield_hit_count</span> <span class="o">=</span> <span class="mi">0</span>
<span class="c1"># If recharged.</span>
<span class="k">if</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">shield_recharging</span> <span class="ow">and</span> <span class="p">(</span><span class="n">env</span><span class="o">.</span><span class="n">time_s</span> <span class="o">-</span> <span class="bp">self</span><span class="o">.</span><span class="n">shield_recharge_start_time_s</span><span class="p">)</span> <span class="o">></span> <span class="bp">self</span><span class="o">.</span><span class="n">shield_recharge_wait_s</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield_recharging</span> <span class="o">=</span> <span class="kc">False</span>
<span class="k">def</span> <span class="nf">draw</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="c1"># Draw the gun tube.</span>
<span class="k">if</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">gun_recharging</span><span class="p">):</span>
<span class="n">line_thickness</span> <span class="o">=</span> <span class="mi">3</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">line_thickness</span> <span class="o">=</span> <span class="mi">0</span>
<span class="c1"># Draw the jet tube.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">draw_tube</span><span class="p">(</span> <span class="n">line_thickness</span><span class="p">)</span>
<span class="c1"># Draw the shield.</span>
<span class="k">if</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">shield</span><span class="p">):</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">shield_hit</span><span class="p">:</span>
<span class="c1"># Don't draw the shield for a moment after the hit. This visualizes the shield hit.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield_hit_duration_s</span> <span class="o">+=</span> <span class="n">dt_render_s</span>
<span class="k">if</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">shield_hit_duration_s</span> <span class="o">></span> <span class="bp">self</span><span class="o">.</span><span class="n">shield_hit_duration_limit_s</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shield_hit</span> <span class="o">=</span> <span class="kc">False</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">pygame</span><span class="o">.</span><span class="n">draw</span><span class="o">.</span><span class="n">circle</span><span class="p">(</span><span class="n">game_window</span><span class="o">.</span><span class="n">surface</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">color</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">pos_2d_px</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">puck</span><span class="o">.</span><span class="n">radius_px</span> <span class="o">+</span> <span class="mi">6</span><span class="p">,</span> <span class="mi">4</span><span class="p">)</span>
<span class="k">class</span> <span class="nc">Spring</span><span class="p">:</span>
<span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">p1</span><span class="p">,</span> <span class="n">p2</span><span class="p">,</span> <span class="n">length_m</span><span class="o">=</span><span class="mf">3.0</span><span class="p">,</span> <span class="n">strength_Npm</span><span class="o">=</span><span class="mf">0.5</span><span class="p">,</span> <span class="n">spring_color</span><span class="o">=</span><span class="n">THECOLORS</span><span class="p">[</span><span class="s2">"yellow"</span><span class="p">],</span> <span class="n">width_m</span><span class="o">=</span><span class="mf">0.025</span><span class="p">,</span> <span class="n">drag_c</span><span class="o">=</span><span class="mf">0.0</span><span class="p">):</span>
<span class="c1"># Optionally this spring can have one end pinned to a vector point. Do this by passing in p2 as a vector.</span>
<span class="k">if</span> <span class="p">(</span><span class="n">p2</span><span class="o">.</span><span class="vm">__class__</span><span class="o">.</span><span class="vm">__name__</span> <span class="o">==</span> <span class="s1">'Vec2D'</span><span class="p">):</span>
<span class="c1"># Create a point puck at the pinning location.</span>
<span class="c1"># The location of this point puck will never change because</span>
<span class="c1"># it is not in the pucks list that is processed by the</span>
<span class="c1"># physics engine.</span>
<span class="n">p2</span> <span class="o">=</span> <span class="n">Puck</span><span class="p">(</span> <span class="n">p2</span><span class="p">,</span> <span class="mf">1.0</span><span class="p">,</span> <span class="mf">1.0</span><span class="p">,</span> <span class="n">pinned</span><span class="o">=</span><span class="kc">True</span><span class="p">)</span>
<span class="n">p2</span><span class="o">.</span><span class="n">vel_2d_mps</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span><span class="mf">0.0</span><span class="p">,</span><span class="mf">0.0</span><span class="p">)</span>
<span class="n">length_m</span> <span class="o">=</span> <span class="mf">0.0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">p1</span> <span class="o">=</span> <span class="n">p1</span>
<span class="bp">self</span><span class="o">.</span><span class="n">p2</span> <span class="o">=</span> <span class="n">p2</span>
<span class="bp">self</span><span class="o">.</span><span class="n">p1p2_separation_2d_m</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span><span class="mi">0</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">p1p2_separation_m</span> <span class="o">=</span> <span class="mi">0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">p1p2_normalized_2d</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span><span class="mi">0</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">length_m</span> <span class="o">=</span> <span class="n">length_m</span>
<span class="bp">self</span><span class="o">.</span><span class="n">strength_Npm</span> <span class="o">=</span> <span class="n">strength_Npm</span>
<span class="bp">self</span><span class="o">.</span><span class="n">damper_Ns2pm2</span> <span class="o">=</span> <span class="mf">0.5</span> <span class="c1">#5.0 #0.05</span>
<span class="bp">self</span><span class="o">.</span><span class="n">unstretched_width_m</span> <span class="o">=</span> <span class="n">width_m</span> <span class="c1">#0.05</span>
<span class="bp">self</span><span class="o">.</span><span class="n">drag_c</span> <span class="o">=</span> <span class="n">drag_c</span>
<span class="bp">self</span><span class="o">.</span><span class="n">spring_vertices_2d_m</span> <span class="o">=</span> <span class="p">[]</span>
<span class="bp">self</span><span class="o">.</span><span class="n">spring_vertices_2d_px</span> <span class="o">=</span> <span class="p">[]</span>
<span class="bp">self</span><span class="o">.</span><span class="n">spring_color</span> <span class="o">=</span> <span class="n">spring_color</span>
<span class="bp">self</span><span class="o">.</span><span class="n">draw_as_line</span> <span class="o">=</span> <span class="kc">False</span>
<span class="k">def</span> <span class="nf">calc_spring_forces_on_pucks</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">p1p2_separation_2d_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">p1</span><span class="o">.</span><span class="n">pos_2d_m</span> <span class="o">-</span> <span class="bp">self</span><span class="o">.</span><span class="n">p2</span><span class="o">.</span><span class="n">pos_2d_m</span>
<span class="bp">self</span><span class="o">.</span><span class="n">p1p2_separation_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">p1p2_separation_2d_m</span><span class="o">.</span><span class="n">length</span><span class="p">()</span>
<span class="c1"># The pinned case needs to be able to handle the zero length spring. The </span>
<span class="c1"># separation distance will be zero when the pinned spring is at rest.</span>
<span class="c1"># This will cause a divide by zero error if not handled here.</span>
<span class="k">if</span> <span class="p">((</span><span class="bp">self</span><span class="o">.</span><span class="n">p1p2_separation_m</span> <span class="o">==</span> <span class="mf">0.0</span><span class="p">)</span> <span class="ow">and</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">length_m</span> <span class="o">==</span> <span class="mf">0.0</span><span class="p">)):</span>
<span class="n">spring_force_on_1_2d_N</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span><span class="mf">0.0</span><span class="p">,</span><span class="mf">0.0</span><span class="p">)</span>
<span class="k">else</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">p1p2_normalized_2d</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">p1p2_separation_2d_m</span> <span class="o">/</span> <span class="bp">self</span><span class="o">.</span><span class="n">p1p2_separation_m</span>
<span class="c1"># Spring force: acts along the separation vector and is proportional to the separation distance.</span>
<span class="n">spring_force_on_1_2d_N</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">p1p2_normalized_2d</span> <span class="o">*</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">length_m</span> <span class="o">-</span> <span class="bp">self</span><span class="o">.</span><span class="n">p1p2_separation_m</span><span class="p">)</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">strength_Npm</span>
<span class="c1"># Damper force: acts along the separation vector and is proportional to the relative speed.</span>
<span class="n">v_relative_2d_mps</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">p1</span><span class="o">.</span><span class="n">vel_2d_mps</span> <span class="o">-</span> <span class="bp">self</span><span class="o">.</span><span class="n">p2</span><span class="o">.</span><span class="n">vel_2d_mps</span>
<span class="n">v_relative_alongNormal_2d_mps</span> <span class="o">=</span> <span class="n">v_relative_2d_mps</span><span class="o">.</span><span class="n">projection_onto</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">p1p2_separation_2d_m</span><span class="p">)</span>
<span class="n">damper_force_on_1_N</span> <span class="o">=</span> <span class="n">v_relative_alongNormal_2d_mps</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">damper_Ns2pm2</span>
<span class="c1"># Net force by both spring and damper</span>
<span class="n">SprDamp_force_2d_N</span> <span class="o">=</span> <span class="n">spring_force_on_1_2d_N</span> <span class="o">-</span> <span class="n">damper_force_on_1_N</span>
<span class="c1"># This force acts in opposite directions for each of the two pucks. Notice the "+=" here, this</span>
<span class="c1"># is an aggregate across all the springs. This aggregate MUST be reset (zeroed) after the movements are</span>
<span class="c1"># calculated. So by the time you've looped through all the springs, you get the NET force, one each ball, </span>
<span class="c1"># applied of all individual springs.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">p1</span><span class="o">.</span><span class="n">SprDamp_force_2d_N</span> <span class="o">+=</span> <span class="n">SprDamp_force_2d_N</span> <span class="o">*</span> <span class="p">(</span><span class="o">+</span><span class="mi">1</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">p2</span><span class="o">.</span><span class="n">SprDamp_force_2d_N</span> <span class="o">+=</span> <span class="n">SprDamp_force_2d_N</span> <span class="o">*</span> <span class="p">(</span><span class="o">-</span><span class="mi">1</span><span class="p">)</span>
<span class="c1"># Add in some drag forces if a non-zero drag coef is specified. These are based on the</span>
<span class="c1"># velocity of the pucks (not relative speed as is the case above for damper forces).</span>
<span class="bp">self</span><span class="o">.</span><span class="n">p1</span><span class="o">.</span><span class="n">SprDamp_force_2d_N</span> <span class="o">+=</span> <span class="bp">self</span><span class="o">.</span><span class="n">p1</span><span class="o">.</span><span class="n">vel_2d_mps</span> <span class="o">*</span> <span class="p">(</span><span class="o">-</span><span class="mi">1</span><span class="p">)</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">drag_c</span>
<span class="bp">self</span><span class="o">.</span><span class="n">p2</span><span class="o">.</span><span class="n">SprDamp_force_2d_N</span> <span class="o">+=</span> <span class="bp">self</span><span class="o">.</span><span class="n">p2</span><span class="o">.</span><span class="n">vel_2d_mps</span> <span class="o">*</span> <span class="p">(</span><span class="o">-</span><span class="mi">1</span><span class="p">)</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">drag_c</span>
<span class="k">def</span> <span class="nf">width_to_draw_m</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="n">width_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">unstretched_width_m</span> <span class="o">*</span> <span class="p">(</span><span class="mi">1</span> <span class="o">+</span> <span class="mf">0.30</span> <span class="o">*</span> <span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">length_m</span> <span class="o">-</span> <span class="bp">self</span><span class="o">.</span><span class="n">p1p2_separation_m</span><span class="p">))</span>
<span class="k">if</span> <span class="n">width_m</span> <span class="o"><</span> <span class="p">(</span><span class="mf">0.05</span> <span class="o">*</span> <span class="bp">self</span><span class="o">.</span><span class="n">unstretched_width_m</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">draw_as_line</span> <span class="o">=</span> <span class="kc">True</span>
<span class="n">width_m</span> <span class="o">=</span> <span class="mf">0.0</span>
<span class="k">else</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">draw_as_line</span> <span class="o">=</span> <span class="kc">False</span>
<span class="k">return</span> <span class="n">width_m</span>
<span class="k">def</span> <span class="nf">draw</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="c1"># Change the width to indicate the stretch or compression in the spring. Note, it's good to </span>
<span class="c1"># do this outside of the main calc loop (using the rendering timer). No need to do all this each</span>
<span class="c1"># time step.</span>
<span class="n">width_m</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">width_to_draw_m</span><span class="p">()</span>
<span class="c1"># Calculate the four corners of the spring rectangle.</span>
<span class="n">p1p2_perpendicular_2d</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">p1p2_normalized_2d</span><span class="o">.</span><span class="n">rotate90</span><span class="p">()</span>
<span class="bp">self</span><span class="o">.</span><span class="n">spring_vertices_2d_m</span> <span class="o">=</span> <span class="p">[]</span>
<span class="bp">self</span><span class="o">.</span><span class="n">spring_vertices_2d_m</span><span class="o">.</span><span class="n">append</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">p1</span><span class="o">.</span><span class="n">pos_2d_m</span> <span class="o">+</span> <span class="p">(</span><span class="n">p1p2_perpendicular_2d</span> <span class="o">*</span> <span class="n">width_m</span><span class="p">))</span>
<span class="bp">self</span><span class="o">.</span><span class="n">spring_vertices_2d_m</span><span class="o">.</span><span class="n">append</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">p1</span><span class="o">.</span><span class="n">pos_2d_m</span> <span class="o">-</span> <span class="p">(</span><span class="n">p1p2_perpendicular_2d</span> <span class="o">*</span> <span class="n">width_m</span><span class="p">))</span>
<span class="bp">self</span><span class="o">.</span><span class="n">spring_vertices_2d_m</span><span class="o">.</span><span class="n">append</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">p2</span><span class="o">.</span><span class="n">pos_2d_m</span> <span class="o">-</span> <span class="p">(</span><span class="n">p1p2_perpendicular_2d</span> <span class="o">*</span> <span class="n">width_m</span><span class="p">))</span>
<span class="bp">self</span><span class="o">.</span><span class="n">spring_vertices_2d_m</span><span class="o">.</span><span class="n">append</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">p2</span><span class="o">.</span><span class="n">pos_2d_m</span> <span class="o">+</span> <span class="p">(</span><span class="n">p1p2_perpendicular_2d</span> <span class="o">*</span> <span class="n">width_m</span><span class="p">))</span>
<span class="c1"># Transform from world to screen.</span>
<span class="bp">self</span><span class="o">.</span><span class="n">spring_vertices_2d_px</span> <span class="o">=</span> <span class="p">[]</span>
<span class="k">for</span> <span class="n">vertice_2d_m</span> <span class="ow">in</span> <span class="bp">self</span><span class="o">.</span><span class="n">spring_vertices_2d_m</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">spring_vertices_2d_px</span><span class="o">.</span><span class="n">append</span><span class="p">(</span> <span class="n">env</span><span class="o">.</span><span class="n">ConvertWorldToScreen</span><span class="p">(</span> <span class="n">vertice_2d_m</span><span class="p">))</span>
<span class="c1"># Draw the spring</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">draw_as_line</span> <span class="o">==</span> <span class="kc">True</span><span class="p">:</span>
<span class="n">pygame</span><span class="o">.</span><span class="n">draw</span><span class="o">.</span><span class="n">aaline</span><span class="p">(</span><span class="n">game_window</span><span class="o">.</span><span class="n">surface</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">spring_color</span><span class="p">,</span> <span class="n">env</span><span class="o">.</span><span class="n">ConvertWorldToScreen</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">p1</span><span class="o">.</span><span class="n">pos_2d_m</span><span class="p">),</span>
<span class="n">env</span><span class="o">.</span><span class="n">ConvertWorldToScreen</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">p2</span><span class="o">.</span><span class="n">pos_2d_m</span><span class="p">))</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">pygame</span><span class="o">.</span><span class="n">draw</span><span class="o">.</span><span class="n">polygon</span><span class="p">(</span><span class="n">game_window</span><span class="o">.</span><span class="n">surface</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">spring_color</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">spring_vertices_2d_px</span><span class="p">)</span>
<span class="k">class</span> <span class="nc">fwQueryCallback</span><span class="p">(</span> <span class="n">b2QueryCallback</span><span class="p">):</span>
<span class="c1"># Checks for objects at particular locations (p) like under the cursor. #b2d</span>
<span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">p</span><span class="p">):</span>
<span class="nb">super</span><span class="p">(</span><span class="n">fwQueryCallback</span><span class="p">,</span> <span class="bp">self</span><span class="p">)</span><span class="o">.</span><span class="fm">__init__</span><span class="p">()</span>
<span class="bp">self</span><span class="o">.</span><span class="n">point</span> <span class="o">=</span> <span class="n">p</span>
<span class="bp">self</span><span class="o">.</span><span class="n">fixture</span> <span class="o">=</span> <span class="kc">None</span>
<span class="k">def</span> <span class="nf">ReportFixture</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">fixture</span><span class="p">):</span>
<span class="n">body</span> <span class="o">=</span> <span class="n">fixture</span><span class="o">.</span><span class="n">body</span>
<span class="k">if</span> <span class="n">body</span><span class="o">.</span><span class="n">type</span> <span class="o">==</span> <span class="n">b2_dynamicBody</span><span class="p">:</span>
<span class="n">inside</span><span class="o">=</span><span class="n">fixture</span><span class="o">.</span><span class="n">TestPoint</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">point</span><span class="p">)</span>
<span class="k">if</span> <span class="n">inside</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">fixture</span><span class="o">=</span><span class="n">fixture</span>
<span class="c1"># We found the object, so stop the query</span>
<span class="k">return</span> <span class="kc">False</span>
<span class="c1"># Continue the query</span>
<span class="k">return</span> <span class="kc">True</span>
<span class="k">class</span> <span class="nc">AirTable</span><span class="p">:</span>
<span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">walls_dic</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">gON_2d_mps2</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span><span class="o">-</span><span class="mf">0.0</span><span class="p">,</span> <span class="o">-</span><span class="mf">9.8</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">gOFF_2d_mps2</span> <span class="o">=</span> <span class="n">Vec2D</span><span class="p">(</span><span class="o">-</span><span class="mf">0.0</span><span class="p">,</span> <span class="o">-</span><span class="mf">0.0</span><span class="p">)</span>