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##### All rights reserved ##### | |
# crappy sound implementation | |
# no more pymunk dependency now, pure pygame | |
import time, math, queue, ctypes, random, pygame, operator, numpy as np, sys | |
from pygame import gfxdraw | |
from pyaudio import PyAudio, paFloat32,paContinue | |
pyaudio = PyAudio() | |
# Vec2 isn't with the other classes because a global depends on it | |
class Vec2(object): | |
__slots__ = ("x", "y") | |
def __init__(self, x=None, y=None): | |
if x is None: | |
self.x, self.y = 0,0 | |
elif y is None: | |
self.x, self.y = x[0], x[1] | |
else: | |
self.x, self.y = x, y | |
def __iter__(self): | |
yield self.x | |
yield self.y | |
def __repr__(self): | |
return "Vec2({:f},{:f})".format(self.x, self.y) | |
def __getitem__(self, key): | |
if key == 0: | |
return self.x | |
elif key == 1: | |
return self.y | |
raise IndexError() | |
def __setitem__(self, key, value): | |
if key == 0: | |
self.x = value | |
elif key == 1: | |
self.y = value | |
else: | |
raise IndexError() | |
def __len__(self): | |
return 2 | |
def _opcopy(self, other, f): | |
if isinstance(other, Vec2): | |
return Vec2(f(self.x, other.x), f(self.y, other.y)) | |
else: | |
return Vec2(f(self.x, other), f(self.y, other)) | |
def _inplace(self, other, f): | |
if isinstance(other, Vec2): | |
self.x = f(self.x, other.x) | |
self.y = f(self.y, other.y) | |
else: | |
self.x = f(self.x, other) | |
self.y = f(self.y, other) | |
return self | |
__add__ = lambda self, other: self._opcopy(other, operator.add) | |
__sub__ = lambda self, other: self._opcopy(other, operator.sub) | |
__mul__ = lambda self, other: self._opcopy(other, operator.mul) | |
__floordiv__ = lambda self, other: self._opcopy(other, operator.floordiv) | |
__truediv__ = lambda self, other: self._opcopy(other, operator.truediv) | |
__radd__ = __add__ | |
__rmul__ = __mul__ | |
__rfloordiv__ = lambda self, other: Vec2._opcopy(other, self, operator.floordiv) | |
__rtruediv__ = lambda self, other: Vec2._opcopy(other, self, operator.floordiv) | |
__iadd__ = lambda self, other: self._inplace(other, operator.add) | |
__isub__ = lambda self, other: self._inplace(other, operator.sub) | |
__imul__ = lambda self, other: self._inplace(other, operator.mul) | |
__idiv__ = lambda self, other: self._inplace(other, operator.div) | |
__neg__ = lambda self: Vec2(operator.neg(self.x), operator.neg(self.y)) | |
__abs__ = lambda self: Vec2(operator.abs(self.x), operator.abs(self.y)) | |
def length_sqrd(self): | |
return self.x**2 + self.y**2 | |
def _get_length(self): | |
return math.sqrt(self.length_sqrd()) | |
def _set_length(self, value): | |
length = self.get_length() | |
scale = value/length | |
self.x *= scale | |
self.y *= scale | |
length = property(_get_length, _set_length) | |
def dist_sqrd(self, other): | |
return (self.x - other.x)**2 + (self.y - other.y)**2 | |
def dist(self, other): | |
return math.sqrt(self.dist_sqrd(other)) | |
def normalized(self): | |
length = self.length | |
if length != 0: | |
return self/length | |
else: | |
return Vec2(self) | |
def __lt__(self, other): | |
return self.length < other.length | |
### static helpers | |
def angle2vec(angle): | |
return Vec2(math.cos(angle), math.sin(angle)) | |
def offset2angle(offset_or_x, y=None): | |
if y is None: | |
return math.atan2(offset_or_x.y, offset_or_x.x) | |
else: | |
return math.atan2(y, offset) | |
### constants | |
screen_size = Vec2(1280,1024) | |
G = 6.67408 # gravitational constant | |
epsilon = sys.float_info.epsilon | |
chart_height = 64 | |
chart_ratio = 3 # ratio of chart length to height | |
chart_gap = 10 | |
fps = 60 | |
dt = 1/fps # no fancy integrator, so keep the step is always the same | |
font_size = 16 | |
bigfont_size = 48 | |
fuel_height = 18 | |
# minimum and maximum number of segments to use to shape asteroids | |
asteroid_minmax_segments = (7, 17) | |
asteroid_scale = screen_size.y/2 | |
# thruster fuel rate in kg/N | |
thruster_fuel_rate = 0.0036 | |
# thruster control slew rate in seconds | |
thruster_lag = 1 | |
### globals | |
font = None | |
bigfont = None | |
draw_options = None | |
clock = pygame.time.Clock() | |
### classes | |
class ColorConfig(): | |
background = (0 ,0 ,0 ) | |
asteroid = (160,160,160) | |
person = (0 ,255,0 ) | |
accelchart = (0 ,0 ,255) | |
gravchart = (255,0 ,255) | |
distchart = (255,0 ,0 ) | |
surfchart = (192,192,0 ) | |
velocitychart = (0 ,255,64 ) | |
momentumchart = (128,255,0 ) | |
impact_stats = (255,64 ,64 ) | |
score_text = (192,72 ,72 ) | |
center_of_gravity= (255,255,0 ) | |
eva_accel = (255,255,0 ) | |
grav_accel = (255,0 ,255) | |
total_accel = (64 ,64 ,255) | |
velocity_vis = (0 ,255,64 ) | |
ready_text = (255,0 ,0 ) | |
grav_text = (128,0 ,128) | |
thrust_text = (128,128,0 ) | |
velocity_text = (0 ,192,64 ) | |
cooldown_text = (0 ,195,255) | |
info_text = (255,255,255) | |
fuel_empty = (128,96 ,0 ) | |
fuel_full = (192,128,0 ) | |
score_background = (0 ,0 ,0 ,200) | |
colorconfig = ColorConfig() | |
class Container(): # like a dict but you can use dot notation | |
pass | |
class CrappyChart: | |
def __init__(self, height, x, y, color, label=None, override_min=None): | |
self.height = height | |
self.x, self.y = x, y | |
self.color = color | |
self.width = math.floor(chart_ratio * height) | |
self.data = [] | |
self.color = color | |
self.center_color = tuple(math.floor(x/2) for x in color) | |
if label: | |
self.label = font.render(label, True, self.center_color) | |
else: | |
self.label = None | |
self.override_min = override_min | |
def log(self,point): | |
self.data += [point] | |
self.data = self.data[-self.width:] # keep only self.width points | |
def draw(self,surf): | |
if self.label: | |
screen.blit(self.label, (self.x, self.y+self.height/2)) | |
min_ = min(self.data) if not self.override_min else self.override_min | |
range_ = max(max(self.data)-min_, 1) | |
points = [(self.x + x, self.y - ((y-min_)/range_ - 0.5)*self.height) | |
for x,y in enumerate(self.data)] | |
if len(points) < self.width: | |
points += [(self.x+self.width, points[-1] if len(self.data) > 0 else self.y)] | |
pygame.draw.lines(surf, self.color, False, points) | |
pygame.draw.line(surf, self.center_color, | |
[self.x,self.y], | |
[self.x+self.width,self.y]) | |
class AudioThread: | |
class Params: | |
def __init__(self, n): | |
self.last = [0.0 for _ in range(0,n)] | |
def update(self, _new, dt): | |
current = [new*dt + last*(1-dt) for new,last in zip(_new,self.last)] | |
self.last = current | |
return current | |
class Lpf: | |
def __init__(self, sample_rate): | |
self.sample_rate = sample_rate | |
self.w0 = math.pi * 1/sample_rate | |
self.z1 = 0 | |
self.z2 = 0 | |
def calculate(self, sample, freq, res): | |
K = math.tan(freq*self.w0) | |
norm = 1 / (1 + K / res + K * K) | |
a0 = K * K * norm | |
a1 = 2 * a0 | |
a2 = a0 | |
b1 = 2 * (K * K - 1) * norm | |
b2 = (1 - K / res + K * K) * norm | |
out = sample * a0 + self.z1 | |
self.z1 = sample * a1 + self.z2 - b1 * out | |
self.z2 = sample * a2 - b2 * out | |
return out | |
def __init__(self): | |
self.queue = queue.Queue(maxsize=16) # even though there are less audio updates than game updates per second this queue should not grow more than 3, 4 | |
self.creation = time.time() | |
self.lasttime = None | |
self.params = self.Params(1) | |
self.lpf = self.Lpf(44100) | |
callback = lambda in_data, frame_count, time_info, flag: self.update(in_data, frame_count, time_info, flag) | |
self.stream = pyaudio.open( | |
format = paFloat32, | |
channels = 1, | |
rate = 44100, | |
output = True, | |
frames_per_buffer = 1024, | |
stream_callback = callback) | |
self.lastphase = 0 | |
def update(self, in_data, frame_count, time_info, status): | |
params=self.params | |
lpf=self.lpf | |
now = time.time() | |
if not self.lasttime: | |
deltatime = now - self.creation | |
self.lasttime = now | |
else: | |
deltatime = now - self.lasttime | |
updates = [] | |
try: | |
while True: | |
update = self.queue.get(block=False) | |
updates.append(update) | |
except queue.Empty: | |
pass | |
if len(updates) == 0: | |
updates = [[0]] | |
output = (ctypes.c_float * frame_count)() | |
for frame in range(0,frame_count): | |
update = updates[math.floor(frame/(frame_count/len(updates)))] | |
param = params.update(update, deltatime/frame_count) | |
freq = param[0] | |
vol = min(max(0.8, freq*16), freq) | |
inc = (440+440*freq)*math.tau/44100 | |
self.lastphase += inc | |
output[frame] =\ | |
lpf.calculate(random.random() * 0.5 - 0.25, | |
110+freq*3000, | |
0.8) * vol | |
return output, paContinue | |
class Game: | |
ready_text = None | |
def __init__(s): | |
asteroid = Container() | |
asteroid.mass = 16000 | |
asteroid.segments = random.randint(*asteroid_minmax_segments) | |
asteroid.segment_increment = math.tau / asteroid.segments | |
asteroid.points = [random.random() * 1/5 + 1/3 for _ in np.arange(0, math.tau, asteroid.segment_increment)] | |
# this isn't quite right because flat sections are sometimes lower than a point itself but it will do | |
lowest_height = min(asteroid.points)*asteroid_scale | |
asteroid.lowest_height = lowest_height | |
asteroid.surface_grav = G * asteroid.mass / lowest_height**2 | |
asteroid.rotational_velocity = random.random() - 0.5 # range [-0.5,+0.5] | |
asteroid.angle = 0 | |
asteroid.position = screen_size/2 | |
s.asteroid = asteroid | |
person = Container() | |
person.propellant = 20 | |
person.selfmass = 80 | |
person.mass = person.propellant + person.selfmass | |
orbit_phase = random.random()*math.pi*2 | |
orbit_height = lowest_height*2 | |
person.position = screen_size/2 + orbit_height * angle2vec(orbit_phase) | |
person.velocity = math.sqrt((G * asteroid.mass)/orbit_height) * angle2vec(orbit_phase + math.pi/2) | |
person.stuck = False | |
person.thruster = 0 | |
s.person = person | |
s.thruster_newtons = (person.mass*asteroid.surface_grav)*2.9 | |
s.starfield = [ | |
((random.random() * 2 * math.pi, random.random()), # angle, mag | |
(random.randint(16,255),random.randint(16,255),random.randint(16,255))) # color | |
for points in range(0,random.randint(140,360))] | |
s.star_rot = 0.0 | |
s.star_rot_speed = 0.1 | |
s.star_zoom = 0 | |
s.star_zoom_speed = 0.034 | |
num_charts = 6 | |
ch = chart_height # abbreviation to keep line length down | |
m = chart_ratio * chart_height + chart_gap # multiplier for each chart | |
xo = (screen_size.x - m*num_charts) / 2 # x offset | |
y = screen_size.y - chart_height # y position | |
c = 0 # chart counter for multiplier | |
s.accelchart = CrappyChart(ch, c*m+xo, y, colorconfig.accelchart, "Acceleration"); c+=1 | |
s.gravchart = CrappyChart(ch, c*m+xo, y, colorconfig.gravchart, "Gravity"); c+=1 | |
s.distchart = CrappyChart(ch, c*m+xo, y, colorconfig.distchart, "COG Dist"); c+=1 | |
s.surfchart = CrappyChart(ch, c*m+xo, y, colorconfig.surfchart, "Surface Dist", 0.01); c+=1 | |
s.velochart = CrappyChart(ch, c*m+xo, y, colorconfig.velocitychart, "Velocity"); c+=1 | |
s.momechart = CrappyChart(ch, c*m+xo, y, colorconfig.momentumchart, "Momentum") | |
# Generate the "READY?" text just once | |
if not Game.ready_text: | |
Game.ready_text = bigfont.render("READY?", True, colorconfig.ready_text) | |
s.cooldown = 0 | |
def score(self): | |
person = self.person | |
momentum = person.velocity.length * person.mass | |
propleft = person.mass - person.selfmass | |
propratio = propleft/person.propellant | |
if propratio >= 1.0: | |
return "Were you asleep?" | |
elif momentum > 1800: | |
return "Splat!" | |
elif momentum > 800: | |
return "That's gotta hurt!" | |
elif momentum > 400: | |
return "A bit rough..." | |
elif momentum > 160: | |
return "Could be a bit softer." | |
elif momentum < 20: | |
return "Feather touch!" | |
elif propratio > 0.9: | |
return "Very fuel efficient!" | |
elif propratio > 0.6: | |
return "Great landing!" | |
elif propratio > 0.4: | |
return "Not bad!" | |
elif propratio > 0.25: | |
return "The important thing is, you survived" | |
elif propratio > 0.1: | |
return "Propellant is scarce, you know..." | |
else: | |
return "Only just made it!" | |
def update_cooldown(s, screen=None): | |
if s.cooldown: | |
if screen: | |
text = bigfont.render(str(round(s.cooldown)), True, colorconfig.cooldown_text) | |
screen.blit(text, (screen_size.x - text.get_width(),0)) | |
s.cooldown -= dt | |
if s.cooldown <= 0: | |
s.cooldown = 0 | |
def draw_starfield(self, screen): | |
screen.lock() | |
pixel = gfxdraw.pixel | |
zoom = (math.cos(self.star_zoom) + 1.75) * screen_size.x | |
rot = self.star_rot | |
for star in self.starfield: | |
pos = star[0] | |
col = star[1] | |
ang = angle2vec(pos[0]+rot) | |
mag = pos[1] * zoom | |
pos = screen_size/2 + ang * mag | |
pixel(screen, int(pos[0]), int(pos[1]), col) | |
screen.unlock() | |
self.star_rot += self.star_rot_speed * dt | |
self.star_zoom += self.star_zoom_speed * dt | |
def draw_objects(self, screen): | |
asteroid = self.asteroid | |
person = self.person | |
flip_y = lambda z: (int(z.x), int(screen_size.y-z.y)) | |
screen.fill(colorconfig.background) | |
self.draw_starfield(screen) | |
# display asteroid | |
poly = [flip_y(asteroid.position + angle2vec(asteroid.segment_increment * i + asteroid.angle) * p * asteroid_scale) | |
for (i,p) in enumerate(asteroid.points)] | |
pygame.draw.polygon(screen, colorconfig.asteroid, poly) | |
# display person | |
pygame.draw.circle(screen, colorconfig.person, flip_y(person.position), 2) | |
# display circle for center of gravity | |
pygame.draw.circle(screen, colorconfig.center_of_gravity, flip_y(asteroid.position), 5) | |
def draw_info(self, screen, | |
dist, surf_dist, | |
accel, gaccel, taccel): | |
person = self.person | |
asteroid = self.asteroid | |
propleft = person.mass - person.selfmass | |
propratio = propleft/person.propellant | |
# draw remaining fuel left across top bar | |
pygame.draw.rect(screen, colorconfig.fuel_empty, [0, 0, screen_size.x, fuel_height]) | |
pygame.draw.rect(screen, colorconfig.fuel_full , [0, 0, screen_size.x * propratio, fuel_height]) | |
# pygame and pymunk use different y polarity | |
# keep a copy of the positions before we change anything | |
ppos = Vec2(person.position) | |
cogpos = Vec2(asteroid.position) | |
# generate visualisation lines for the gravity and thrust vectors | |
accel_vis = ppos + accel*48 | |
gaccel_vis = ppos + gaccel*48 | |
taccel_vis = ppos + taccel*48 | |
velocity_vis = ppos + person.velocity*32 | |
# now flip all the y axes so pygame can use them | |
for z in [ppos, cogpos, accel_vis, gaccel_vis, taccel_vis, velocity_vis]: | |
z.y = screen_size.y-z.y | |
# display info at top of screen | |
surf_accel = (accel * gaccel.normalized()).length | |
impulse = propleft / thruster_fuel_rate | |
momentum = person.mass * person.velocity.length | |
Δv = impulse / person.mass | |
burntime = impulse / self.thruster_newtons | |
impact = math.sqrt(surf_dist/max(surf_accel,epsilon)) | |
max_a = self.thruster_newtons/person.mass | |
text = font.render( | |
"surf={:05.1f} fuel={:06.3f}kg p={:06.3f} Δv={:05.3f} in {:05.2f}s impact in {:05.2f}s max accel={:05.2f}" | |
.format(surf_dist, propleft, momentum, Δv, burntime, impact, max_a), | |
True, colorconfig.info_text) | |
screen.blit(text, [0,0]) | |
# display visualisation of velocity | |
pygame.draw.aaline(screen, colorconfig.velocity_vis, ppos, velocity_vis) | |
text = font.render("v = {:3.3f}".format(person.velocity.length), True, colorconfig.velocity_text) | |
midpoint = ppos + person.velocity/2 | |
screen.blit(text, midpoint) | |
# display visualisation of total acceleration on person | |
pygame.draw.aaline(screen, colorconfig.total_accel, ppos, accel_vis) | |
# display visualisation of gravity acceleration on person | |
pygame.draw.aaline(screen, colorconfig.grav_accel, ppos, gaccel_vis) | |
text = font.render("ga = {:3.3f}".format(gaccel.length), True, colorconfig.grav_text) | |
midpoint = ppos+gaccel/2 - Vec2(text.get_width()/2, text.get_height()) | |
screen.blit(text, midpoint) | |
# display visualisation of EVA thruster acceleration on person | |
pygame.draw.aaline(screen, colorconfig.eva_accel, ppos, taccel_vis) | |
text = font.render("ta = {:3.3f}".format(taccel.length), True, colorconfig.thrust_text) | |
midpoint = ppos+taccel/2 - Vec2(text.get_width()/2, -text.get_height()/2) | |
screen.blit(text, midpoint) | |
if person.stuck: | |
screen.blit(person.impact_stats, | |
(screen_size.x/2 - person.impact_stats.get_width()/2, | |
screen_size.y * 0.3)) | |
def draw_charts(s, screen, | |
dist, surf_dist, | |
accel, gaccel): | |
velocity = s.person.velocity.length | |
momentum = s.person.mass * velocity | |
# log to and display charts | |
s.accelchart.log(accel.length) | |
s.gravchart.log (gaccel.length) | |
s.distchart.log (dist) | |
s.surfchart.log (surf_dist) | |
s.velochart.log (velocity) | |
s.momechart.log (momentum) | |
s.accelchart.draw(screen) | |
s.gravchart.draw (screen) | |
s.distchart.draw (screen) | |
s.surfchart.draw (screen) | |
s.velochart.draw (screen) | |
s.momechart.draw (screen) | |
def wait_until_ready(self, screen, audio): | |
pressed = False | |
while (not pressed) or self.cooldown: | |
for event in pygame.event.get(): # this also makes .get_pressed actually work | |
if event.type == pygame.QUIT: | |
return 'quit' | |
if pygame.key.get_pressed()[pygame.K_SPACE]: | |
pressed = True | |
# start game after 3 seconds | |
self.cooldown = 3 | |
self.draw_objects(screen) | |
dist, gaccel = self.calculate_gravity() | |
self.draw_info(screen, dist, 0, gaccel, gaccel, Vec2(0,0)) | |
offset = Vec2(0,0) | |
if self.cooldown: | |
invert = (3 - self.cooldown) | |
offset = Vec2(math.sin(invert*math.pi) * invert, invert*2) * screen_size.y/10 | |
screen.blit(self.ready_text, | |
screen_size/2 - | |
Vec2(self.ready_text.get_size())/2 - | |
offset) | |
self.update_cooldown(screen) | |
audio.queue.put([0.0], block=False) | |
pygame.display.flip() | |
clock.tick(fps) | |
def rotate_asteroid(s): | |
person = s.person | |
asteroid = s.asteroid | |
asteroid.angle = asteroid.angle + asteroid.rotational_velocity*dt | |
if person.stuck: | |
# make the person rotate with the asteroid | |
person.position = asteroid.position + person.old_length * angle2vec(person.old_angle) | |
person.old_angle = person.old_angle + asteroid.rotational_velocity*dt | |
def calculate_surf_dist(s): | |
asteroid = s.asteroid | |
person = s.person | |
inc = asteroid.segment_increment | |
# get person direction from asteroid | |
person_dir = offset2angle(person.position - asteroid.position) | |
relative_rotation = asteroid.angle - person_dir | |
# make sure rotation in range [0,2pi] | |
rotation = relative_rotation - math.tau * math.floor(relative_rotation/math.tau) | |
segment = rotation/inc | |
idx = 1 - math.ceil(segment) | |
a1 = inc * idx | |
a2 = inc * (idx-1) | |
p1 = angle2vec(a1+rotation) * asteroid.points[idx] | |
p2 = angle2vec(a2+rotation) * asteroid.points[idx-1] | |
# surf height = x coordinate of intersection of line p1,p2 and line outer_edge, 0 | |
surf_height = (p1.x*p2.y - p1.y*p2.x)/(p1.y - p2.y)*asteroid_scale | |
surf_point = asteroid.position - surf_height * angle2vec(person_dir) | |
surf_sign = 1 | |
if (person.position - asteroid.position).length < (surf_point-asteroid.position).length: | |
surf_sign = -1 | |
return person.position.dist(surf_point) * surf_sign, surf_point | |
def check_surface(s, gaccel): | |
person = s.person | |
asteroid = s.asteroid | |
# get surface distance | |
surf_dist, surf_point = s.calculate_surf_dist() | |
if surf_dist <= 0: # collided with asteroid | |
impact_speed = (person.velocity*gaccel.normalized()).length | |
impact_stats = font.render( | |
"Impacted at {:3.3f}m/s with {:3.3f}kg propellant left" | |
.format(impact_speed, person.mass-person.selfmass), | |
True, colorconfig.impact_stats) | |
width, height = impact_stats.get_size() | |
border_w = 10 | |
border_h = 5 | |
width += border_w * 2 | |
height += border_h * 2 + height | |
scoretext = s.score() | |
scoretext = font.render(scoretext, True, colorconfig.score_text) | |
person.impact_stats = pygame.Surface((width, height), pygame.SRCALPHA) | |
person.impact_stats.fill(colorconfig.score_background) | |
person.impact_stats.blit(impact_stats, (border_w,border_h)) | |
person.impact_stats.blit(scoretext,(width/2-scoretext.get_width()/2,height/2)) | |
person.position = surf_point # put person on surface | |
person.velocity = Vec2(0,0) | |
person.stuck = True | |
offset = person.position - asteroid.position | |
person.old_length = offset.length | |
person.old_angle = offset2angle(offset) | |
# prevent starting a new game for three seconds | |
s.cooldown = 3 | |
return 0.0, person.position | |
else: | |
return surf_dist, surf_point | |
def calculate_gravity(s): | |
person = s.person | |
asteroid = s.asteroid | |
# get angle to center of gravity | |
angle_to_cog = offset2angle(asteroid.position - person.position) | |
gravity_dir = angle2vec(angle_to_cog) | |
# get squared distance to center of gravity | |
distsq = person.position.dist_sqrd(asteroid.position) | |
gravity_force = (G * person.mass * asteroid.mass)/distsq | |
gaccel = (gravity_force / person.mass) * gravity_dir | |
return math.sqrt(distsq), gaccel | |
def update(s, surf_dist, surf_point, gaccel, audio): | |
person = s.person | |
asteroid = s.asteroid | |
propleft = person.mass - person.selfmass | |
if propleft > 0 and not person.stuck: | |
button_pressed = (pygame.key.get_pressed()[pygame.K_SPACE] != 0) | |
old = person.thruster | |
current = 1.0 if button_pressed else -1.0 | |
lag = dt/thruster_lag | |
person.thruster = max(current*lag + old*(1.0-lag), 0) | |
else: | |
person.thruster = 0 | |
audio.queue.put([person.thruster], block=False) | |
thruster = person.thruster * s.thruster_newtons | |
taccel = (thruster / person.mass) * -person.velocity.normalized() | |
accel = gaccel+taccel | |
person.mass = max(person.mass - thruster*thruster_fuel_rate*dt, person.selfmass) | |
if not person.stuck: | |
person.velocity += accel * dt | |
person.position += person.velocity * dt | |
return accel, taccel | |
def loop(s, screen, audio): | |
person = s.person | |
status = None | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
status = 'quit' | |
s.draw_objects(screen) | |
s.rotate_asteroid() | |
dist, gaccel = s.calculate_gravity() | |
surf_dist, surf_point = 0.0, 0.0 | |
if person.stuck: | |
surf_point = person.position | |
button_pressed = (pygame.key.get_pressed()[pygame.K_SPACE] != 0) | |
if button_pressed and not s.cooldown: | |
status = 'new_game' | |
else: | |
surf_dist, surf_point = s.check_surface(gaccel) | |
accel, taccel = s.update(surf_dist, surf_point, gaccel, audio) | |
s.draw_info(screen, | |
dist, surf_dist, | |
accel, gaccel, taccel) | |
s.draw_charts(screen, dist, surf_dist, accel, gaccel) | |
s.update_cooldown(screen) | |
pygame.display.flip() | |
return status | |
if __name__ == "__main__": | |
pygame.init() | |
pygame.font.init() | |
# Find a monospaced font or default to the... default | |
# this is pretty gross but it does work and I'm not sure there's really a better way | |
fontname = next((x for x in pygame.font.get_fonts() if 'mono' in x), | |
pygame.font.get_default_font()) | |
font = pygame.font.SysFont(fontname, font_size) | |
bigfont = pygame.font.SysFont(fontname, bigfont_size) | |
screen = pygame.display.set_mode(tuple(screen_size)) | |
audio = AudioThread() | |
while True: | |
game = Game() | |
if game.wait_until_ready(screen, audio) == 'quit': | |
sys.exit(0) | |
while True: | |
status = game.loop(screen, audio) | |
if status == 'new_game': | |
break | |
elif status == 'quit': | |
sys.exit(0) | |
clock.tick(fps) |
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