#!/usr/bin/env python3
# Filename: A15a_2D_finished_game.py
from pygame.color import THECOLORS
from A09_vec2d import Vec2D
from A15_air_table_objects import Puck, Spring
from A15_game_loop import GameLoop
from A15_pool_shots import pool_trick_shot, pool_line_of_balls, burst_of_pucks
import A15_globals as g
#===========================================================
# Functions
#===========================================================
def two_drone_special__circular():
g.air_table.coef_rest = 1.00
# Make user/client controllable pucks for all the active clients.
y_position_m = 1.0
# Arrange human-controlled pucks in a column.
for name in g.env.clients:
client = g.env.clients[name]
if client.active and (not client.drone):
g.air_table.buildControlledPuck(x_m=7.0, y_m=y_position_m, r_m=0.45, client_name=name,
sf_abs=False, c_drag=0.7)
y_position_m += 1.3
# Position the drone-controlled pucks in specific locations.
g.air_table.buildControlledPuck( x_m=3.0, y_m=7.0, r_m=0.55, client_name="C5", sf_abs=False, drone=True)
g.air_table.buildControlledPuck( x_m=3.0, y_m=1.0, r_m=0.55, client_name="C6", sf_abs=False, drone=True)
# Make some pucks that are not controllable.
density = 0.7
# Make a horizontal row of pinned-spring pucks.
for m in range(0, 6):
pinPoint_2d = Vec2D(2.0 + (m * 0.65), 4.5)
tempPuck = Puck( pinPoint_2d, 0.25, density, color=THECOLORS["orange"], hit_limit=20, show_health=True)
Spring(tempPuck, pinPoint_2d, strength_Npm=300.0,
pin_radius_m=0.03, width_m=0.02, c_drag=1.5)
# Make a vertical column of pinned-spring pucks.
for m in range(-3, 4):
pinPoint_2d = Vec2D(2 + 6*0.65, 4.5 + m*0.65)
tempPuck = Puck( pinPoint_2d, 0.25, density, color=THECOLORS["orange"], hit_limit=20, show_health=True)
Spring(tempPuck, pinPoint_2d, strength_Npm=300.0,
pin_radius_m=0.03, width_m=0.02, c_drag=1.5)
# One free standing puck
Puck( Vec2D(9.0, 4.5), 0.7, density, color=THECOLORS["cyan"], hit_limit=20, c_drag=0.7, show_health=True)
def no_drone_custom1__circular():
density = 0.7
puck_position_2d_m = g.game_window.center_2d_m
tempPuck = Puck(puck_position_2d_m, 1.0, density,
angularVelocity_rps=0.5, rect_fixture=False, show_health=True
)
Spring(tempPuck, puck_position_2d_m, strength_Npm=300.0,
pin_radius_m=0.03, width_m=0.02, c_drag=10.0)
radius_m = 0.45
set_off_m = radius_m + 0.5
init_2d_m = Vec2D(set_off_m, set_off_m)
g.air_table.buildControlledPuck(x_m=init_2d_m.x, y_m=init_2d_m.y, r_m=radius_m, client_name='local', sf_abs=False, c_drag=1.5)
def make_some_pucks(demo, specials=None, caption="A15a"):
g.game_window.set_caption(f"Air-Table Server {caption} {g.air_table.engine} Demo #" + str(demo))
g.env.timestep_fixed = False
# This removes all references to pucks and effectively deletes them.
for eachpuck in g.air_table.pucks[:]:
eachpuck.delete()
g.air_table.resetFence()
# Most of the demos don't need the tangle checker.
g.air_table.jello_tangle_checking_enabled = False
# Make sure the throwing thread is not still running.
g.air_table.delayed_throw = None
# Now just black out the screen.
g.game_window.clear()
g.env.fr_avg.reset()
g.env.tickCount = 0
g.air_table.coef_rest = 1.00
g.air_table.time_s = 0.0
g.env.inhibit_screen_clears = False
g.air_table.inhibit_wall_collisions = False
g.air_table.inhibit_all_puck_collisions = False
# Each demo will have a single variation unless specified.
g.env.demo_variations[demo]['count'] = 1
g.env.set_gravity("off")
demo_in_specials = False
if demo == 1:
# position , r_m , density
Puck(Vec2D(2.5, 7.5), 0.25, 0.3, color=THECOLORS["orange"])
Puck(Vec2D(6.0, 2.5), 0.45, 0.3)
Puck(Vec2D(7.5, 2.5), 0.65, 0.3)
Puck(Vec2D(2.5, 5.5), 1.65, 0.3)
Puck(Vec2D(7.5, 7.5), 0.95, 0.3)
elif demo == 2:
spacing_factor = 2.0
grid_size = 4,2
for j in range(grid_size[0]):
for k in range(grid_size[1]):
if ((j,k)==(1,1)):
puck_color_value = THECOLORS["orange"]
else:
puck_color_value = THECOLORS["grey"]
Puck(Vec2D(spacing_factor*(j+1), spacing_factor*(k+1)), 0.75, 0.3, color=puck_color_value)
elif demo == 3:
spacing_factor = 1.5
grid_size = 5,3
for j in range(grid_size[0]):
for k in range(grid_size[1]):
if ((j,k)==(2,2)):
puck_color_value = THECOLORS["orange"]
else:
puck_color_value = THECOLORS["grey"]
Puck(Vec2D(spacing_factor*(j+1), spacing_factor*(k+1)), 0.55, 0.3, color=puck_color_value)
elif demo == 4:
spacing_factor = 1.0
grid_size = 9,6
for j in range(grid_size[0]):
for k in range(grid_size[1]):
if ((j,k) == (2,2)):
puck_color_value = THECOLORS["orange"]
else:
puck_color_value = THECOLORS["grey"]
Puck(Vec2D(spacing_factor*(j+1), spacing_factor*(k+1)), radius_m=0.25, density_kgpm2=1.0,
color=puck_color_value,
CR_fixed=False, coef_rest=0.9)
elif demo == 5:
p1 = Puck(Vec2D(2.00, 3.00), 0.4, 0.3)
p2 = Puck(Vec2D(3.50, 4.50), 0.4, 0.3)
spring_strength_Npm2 = 20.0 #18.0
spring_length_m = 1.5
Spring(p1, p2, spring_length_m, spring_strength_Npm2, width_m=0.2)
elif demo == 6:
density = 0.9
radius = 0.75
coef_rest_puck = 0.7
p1 = Puck(Vec2D(2.00, 3.00), radius, density, coef_rest=coef_rest_puck, CR_fixed=True)
p2 = Puck(Vec2D(3.50, 4.50), radius, density, coef_rest=coef_rest_puck, CR_fixed=True)
p3 = Puck(Vec2D(5.00, 3.00), radius, density, coef_rest=coef_rest_puck, CR_fixed=True)
# No springs on this one.
Puck(Vec2D(3.50, 7.00), 0.90, density, coef_rest=coef_rest_puck, CR_fixed=True)
spring_strength_Npm2 = 250 # 250
spring_length_m = 2.5
spring_width_m = 0.07
spring_drag = 0.5 # default is 0.0
spring_damper = 5.0
Spring(p1, p2, spring_length_m, spring_strength_Npm2, width_m=spring_width_m,
c_drag=spring_drag, c_damp=spring_damper, color=THECOLORS["red"])
Spring(p2, p3, spring_length_m, spring_strength_Npm2, width_m=spring_width_m,
c_drag=spring_drag, c_damp=spring_damper, color=THECOLORS["tan"])
Spring(p3, p1, spring_length_m, spring_strength_Npm2, width_m=spring_width_m,
c_drag=spring_drag, c_damp=spring_damper, color=THECOLORS["gold"])
elif demo == 7:
g.air_table.puckPopper_variations(demo, two_drone_special__circular, custom_1=no_drone_custom1__circular)
elif demo == 8:
g.env.set_gravity("on")
g.air_table.throwJello_variations(demo)
elif demo == 9:
g.air_table.targetJello_variations(demo)
elif demo == 0:
initial_states = [
{'variation':'a'},
{'variation':'b', 'offset_percent':0},
{'variation':'b', 'offset_percent':10},
{'variation':'b', 'offset_percent':50},
{'variation':'c', 'n_pucks':4},
{'variation':'c', 'n_pucks':8},
{'variation':'c', 'n_pucks':16},
{'variation':'c', 'n_pucks':32},
{'variation':'c', 'n_pucks':64},
{'variation':'c', 'n_pucks':128},
{'variation':'c', 'n_pucks':500},
{'variation':'c', 'n_pucks':1000},
{'variation':'c', 'n_pucks':2000},
{'variation':'d'}
]
g.env.demo_variations[demo]['count'] = len(initial_states)
state = initial_states[g.env.demo_variations[demo]['index']]
extra_note = ""
if state['variation'] == 'a':
g.air_table.inhibit_wall_collisions = True
g.env.set_gravity("off")
pool_trick_shot()
extra_note = "polygon setup"
elif state['variation'] == 'b':
g.air_table.inhibit_wall_collisions = True
g.env.set_gravity("off")
pool_line_of_balls(state['offset_percent'])
extra_note = f"offset % = {state['offset_percent']}"
elif state['variation'] == 'c':
g.env.set_gravity("off")
g.air_table.makeSquareFence()
burst_of_pucks(state['n_pucks'])
extra_note = f"n_pucks = {state['n_pucks']}"
elif state['variation'] == 'd':
g.air_table.makeSquareFence()
radius_m = 0.4
x_m = g.game_window.center_2d_m.x
y_m = g.game_window.UR_2d_m.y - radius_m
cue_pos_2d_m = Vec2D(x_m, y_m)
# Now adjust the cue ball position so that it is not touching the wall.
cue_pos_2d_m -= Vec2D(0.1, 0.1)
p1 = Puck(cue_pos_2d_m, radius_m, 0.3, coef_rest=1.0, color=THECOLORS["orange"])
g.air_table.throw_puck(p1, Vec2D(-1, -1) * 2.0, delay_s=1.0)
# Group of target pucks
target_pos_2d_m = cue_pos_2d_m - Vec2D(2.00, 2.00)
for i in range(2):
Puck(target_pos_2d_m, radius_m, 0.3, coef_rest=1.0)
target_pos_2d_m -= Vec2D(1.00, 1.00)
g.game_window.set_caption( g.game_window.caption +
f" Variation {g.env.demo_variations[demo]['index'] + 1} {extra_note}"
)
elif specials:
demo_in_specials = specials(demo)
else:
if not demo_in_specials:
print("Nothing set up for this key.")
#============================================================
# main procedural script
#============================================================
def main():
game_loop = GameLoop(engine_type="circular", window_width_px=900, make_some_pucks=make_some_pucks)
g.game_loop = game_loop
game_loop.start(demo_index=7)
#============================================================
# Start everything.
#============================================================
if __name__ == '__main__':
main()