/usr/share/pymt-examples/games/wang/wang.py is in python-pymt 0.5.1-0ubuntu3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Wang game, by Mathieu Virbel <tito@bankiz.org>
Thanks for Math to sponc game (from libavg.de)
and http://zoonek.free.fr/LaTeX/Triangle/index.shtml
Lot of things can be optimized, it's just a raw version working
after some hours of arithemic.
'''
from pymt import *
from copy import copy
import random
import math
import os
# PYMT Plugin integration
IS_PYMT_PLUGIN = True
PLUGIN_TITLE = 'Wang game'
PLUGIN_AUTHOR = 'Mathieu Virbel'
PLUGIN_DESCRIPTION = 'Play on Pong with multitouch !'
current_dir = os.path.dirname(__file__)
def in_between(val, b1, b2):
return ((b1 >= val and val >= b2) or (b1 <= val and val <= b2))
def angle(o, a1, a2):
return (a1 - o).angle(a2 - o)
def perp(l, m):
P, Q = l.points
pa = P.y - Q.y
pb = Q.x - P.x
pc = P.x * (Q.y-P.y) - P.y * (Q.x-P.x)
za = -pb
zb = copy(pa)
zc = pb * m.x - pa * m.y
if zb == 0:
return
return Line(Vector(200, -(za * 200 + zc) / zb),
Vector(100, -(za * 100 + zc) / zb))
class Line(object):
def __init__(self, p1, p2):
self.points = (p1, p2)
def get_angle(self):
v = self.points[1] - self.points[0]
angle = math.atan2(v.x, v.y)
if angle < 0:
angle += math.pi * 2.
return angle
def get_normal(self):
return self.get_angle() + math.pi / 2.
def collide(self, line):
a = self.points[0].x
b = self.points[0].y
c = self.points[1].x - a
d = self.points[1].y - b
e = line.points[0].x
f = line.points[0].y
g = line.points[1].x - e
h = line.points[1].y - f
dem = g * d - c * h
if dem == 0: # parallel
return False
s = (a * d + f * c - b * c - e * d) / dem
x = e + s * g
y = f + s * h
return Vector(x, y)
def clash(self, line):
ka, kb = self.points
la, lb = line.points
p = self.collide(line)
if not p:
return False
if in_between(p.x, ka.x, kb.x) and \
in_between(p.x, la.x, lb.x) and \
in_between(p.y, ka.y, kb.y) and \
in_between(p.y, la.y, lb.y):
return p
return False
def length(self):
ka, kb = self.points
return ka.distance(kb)
def is_hard(self):
return True
def on_clash(self, object, position):
if self.is_hard():
object.dobounce(self)
return False
def in_between(self, p):
ka, kb = self.points
return in_between(p.x, ka.x, kb.x) and in_between(p.y, ka.y, kb.y)
class Bat(MTWidget):
def __init__(self, **kwargs):
super(Bat, self).__init__(**kwargs)
self.bpos = (0, 0)
self.a = Vector(kwargs.get('a'))
self.b = Vector(kwargs.get('b'))
def _get_a(self):
return Vector(self.pos)
def _set_a(self, value):
self.pos = value
a = property(_get_a, _set_a)
def _get_b(self):
return Vector(self.bpos)
def _set_b(self, value):
self.bpos = value
b = property(_get_b, _set_b)
def _get_line(self):
return Line(self.a, self.b)
line = property(_get_line)
def draw(self):
set_color(1, 1, 1)
drawLine((self.a.x, self.a.y, self.b.x, self.b.y), width=5.)
class Ball(MTWidget):
def __init__(self, **kwargs):
super(Ball, self).__init__(**kwargs)
self.game = kwargs.get('game')
self.debugline = []
self.debug = False
self.sprite = Image.load(os.path.join(current_dir, 'ball.png'))
self.reset()
def reset(self):
self.radius = 30
self.speed = 150
self.v = Vector(random.random() * 2 - 1,
random.random() * 2 - 1).normalize()
def update(self, dt):
w = self.get_parent_window()
pos = Vector(*self.pos)
dir = self.v * dt * self.speed
next = pos + dir
bline = Line(pos, next)
if self.debug:
self.debugline = []
for bat in self.game.bats:
# search perpendicular line
p = Vector(*next)
l = perp(bat.line, p)
if not l:
continue
# get the collision point between bat and perpendicular
cl = bat.line.collide(l)
if not cl:
continue
# if the collision point is on bat, go !
if not bat.line.in_between(cl):
continue
# DEBUG: show the perpendicular line.
if self.debug:
self.debugline.append(((0, 0, 1), [cl.x, cl.y, p.x, p.y]))
# get the collision point between bat and direction
c = bat.line.collide(bline)
if not c:
return
# DEBUG: draw the direction vector
if self.debug:
self.debugline.append(((0, 1, 0), [c.x, c.y, p.x, p.y]))
# prepare rotation of direction
rot = angle(p, cl, c)
rot = 180 + 2 * rot
# DEBUG: show the future direction vector
if self.debug:
v = self.v.rotate(rot).normalize() * self.radius * 2
self.debugline.append(((1, 0, 0), [p.x + v.x, p.y + v.y, p.x, p.y]))
# if distance between perpendicular collision point
# and bat is < radius, we got a collision
dist = cl.distance(p)
if dist > self.radius:
continue
# speedup ?
self.speedup(bat.line.length() / Wang.BAT_LENGTH_MAX)
# rotate direction.
self.v = self.v.rotate(rot)
# new next
dir = self.v * dt * self.speed
next = pos + dir
# bounds
if next.x < -self.radius:
self.game.winB()
if next.x > w.width + self.radius:
self.game.winA()
if next.y < self.radius:
next.y = self.radius
self.v.y = -self.v.y
if next.y > w.height - self.radius:
next.y = w.height - self.radius
self.v.y = -self.v.y
self.pos = next
def draw(self):
set_color(1, 1, 1)
self.sprite.x = self.x - self.sprite.width / 2.
self.sprite.y = self.y - self.sprite.height / 2.
self.sprite.draw()
for color, line in self.debugline:
set_color(*color)
drawLine(line)
def speedup(self, f):
if f <= 0:
return
self.speed = 100 + min(80 / f, 400)
class MenuItem(MTButton):
def __init__(self, **kwargs):
super(MenuItem, self).__init__(**kwargs)
self.radius = kwargs.get('radius')
self.color = kwargs.get('color')
def collide_point(self, x, y):
w = self.get_parent_window()
w2 = w.width / 2.
return Vector(*self.pos).distance(Vector(x, y)) < self.radius
def draw(self):
w = self.get_parent_window()
w2 = w.width / 2.
self.x = w2
set_color(*self.color)
drawCircle(pos=self.pos, radius=self.radius)
drawCircle(pos=self.pos, radius=self.radius, linewidth=5)
self.label_obj.x, self.label_obj.y = self.pos
self.label_obj.draw()
class Menu(MTWidget):
def __init__(self, **kwargs):
super(Menu, self).__init__(**kwargs)
self.radius = kwargs.get('radius')
self.game = kwargs.get('game')
self.menuitems = []
self.do_show = False
def collide_point(self, x, y):
w = self.get_parent_window()
w2 = w.width / 2.
return Vector(w2, 0).distance(Vector(x, y)) < self.radius
def _press_reset(self, *largs):
self.game.reset(score=True)
def _press_speed_add(self, *largs):
self.game.speed += 1
if self.game.speed > 10:
self.game.speed = 10
def _press_speed_del(self, *largs):
self.game.speed -= 1
if self.game.speed < 1:
self.game.speed = 1
def _press_ball_add(self, *largs):
self.game.generate_ball()
def _press_ball_del(self, *largs):
self.game.remove_ball()
def _press_menu(self, *largs):
self.do_show = not self.do_show
for c in self.menuitems:
c.visible = self.do_show
self.game.pause = self.do_show
def create_ui(self):
w = self.get_parent_window()
w2 = w.width / 2.
self.menu = MenuItem(color=(.2, .2, .2, .7), radius=40,
pos=(w2, 0))
self.menu.push_handlers(on_press=self._press_menu)
self.add_widget(self.menu)
btn = MenuItem(label='Restart', color=(.7, 0, 0, .7),
radius=40, pos=(w2, 100), visible=False)
btn.push_handlers(on_press=self._press_reset)
self.menuitems.append(btn)
btn = MenuItem(label='Ball +1', color=(0, .7, 0, .7),
radius=40, pos=(w2, 200), visible=False)
btn.push_handlers(on_press=self._press_ball_add)
self.menuitems.append(btn)
btn = MenuItem(label='Ball -1', color=(0, 0, .7, .7),
radius=40, pos=(w2, 300), visible=False)
btn.push_handlers(on_press=self._press_ball_del)
self.menuitems.append(btn)
btn = MenuItem(label='Speed +1', color=(0, .7, 0, .7),
radius=40, pos=(w2, 400), visible=False)
btn.push_handlers(on_press=self._press_speed_add)
self.menuitems.append(btn)
btn = MenuItem(label='Speed -1', color=(0, 0, .7, .7),
radius=40, pos=(w2, 500), visible=False)
btn.push_handlers(on_press=self._press_speed_del)
self.menuitems.append(btn)
for btn in self.menuitems:
self.add_widget(btn)
def draw(self):
if len(self.menuitems) == 0:
self.create_ui()
if not self.do_show:
return
w = self.get_parent_window()
w2 = w.width / 3.
w3 = w.width / 3.
h2 = w.height / 2.
self.menu.pos = (w2, 0)
drawLabel('Speed x%d' % self.game.speed,
font_size=42, pos=(w3 - 100, h2 - 50),
color=(1, 1, 1))
drawLabel('Balls %d' % len(self.game.balls),
font_size=42, pos=(w3 - 100, h2),
color=(1, 1, 1))
class Wang(MTWidget):
BAT_LENGTH_MAX = 350
def __init__(self, **kwargs):
super(Wang, self).__init__(**kwargs)
self.balls = []
self.balls.append(Ball(pos=(100, 100), game=self))
for ball in self.balls:
self.add_widget(ball)
self.labelA = MTLabel(label='0', font_size=48, autoheight=True)
self.labelB = MTLabel(label='0', font_size=48, autoheight=True)
self._scoreA = 0
self._scoreB = 0
self.side = 0
self.pause = False
self.need_reset = True
self.speed = 1
self.menu = Menu(radius=40, game=self)
self.add_widget(self.menu)
def _get_scoreA(self):
return self._scoreA
def _get_scoreB(self):
return self._scoreB
def _set_scoreA(self, value):
self._scoreA = value
self.labelA.label = str(value)
def _set_scoreB(self, value):
self._scoreB = value
self.labelB.label = str(value)
scoreA = property(_get_scoreA, _set_scoreA)
scoreB = property(_get_scoreB, _set_scoreB)
def generate_ball(self):
if len(self.balls) >= 20:
return
ball = Ball(pos=(100, 100), game=self)
self.balls.append(ball)
self.add_widget(ball)
self.reset()
def remove_ball(self):
if len(self.balls) < 2:
return
ball = self.balls.pop()
self.remove_widget(ball)
self.reset()
def reset(self, score=False):
self.need_reset = False
self.bats = []
self.batsid = []
if score:
self.scoreA = 0
self.scoreB = 0
self.side = (self.side + 1) % 2
w = self.get_parent_window()
for ball in self.balls:
ball.reset()
ball.y = w.height / 2.
if self.side == 0:
ball.x = w.width / 3.
else:
ball.x = (w.width / 3.) * 2.
def on_update(self):
dt = getFrameDt() * self.speed
if self.pause:
dt = 0
w = self.get_parent_window()
w2 = w.width / 2.
if self.need_reset:
self.reset()
# update bats
self.bats = []
self.batsid = []
touches = getCurrentTouches()
for a in touches:
for b in touches[1:]:
if a == b:
continue
apos = Vector(self.to_widget(*a.pos))
bpos = Vector(self.to_widget(*b.pos))
if Vector(apos).distance(bpos) > 400:
continue
aside, bside = 0, 0
if apos.x > w2:
aside = 1
if bpos.x > w2:
bside = 1
if aside != bside:
continue
if (apos, bpos) in self.batsid:
continue
if (bpos, apos) in self.batsid:
continue
self.bats.append(Bat(a=apos, b=bpos))
self.batsid.append((apos, bpos))
for ball in self.balls:
ball.update(dt)
def drawUI(self):
w = self.get_parent_window()
w2 = w.width / 2.
s = w.height / 20.
# middle line
set_color(1, 1, 1)
for x in xrange(0, w.height, int(s * 2)):
drawLine([w2, x, w2, x + s], width=5)
# top / bottom line
drawLine([0, 0, w.width, 0], width=5)
drawLine([0, w.height, w.width, w.height], width=5)
# draw scores
self.labelA.x = w2 - self.labelA.width - 10
self.labelA.y = w.height - self.labelA.height - 10
self.labelB.x = w2 + 10
self.labelB.y = w.height - self.labelB.height - 10
self.labelA.draw()
self.labelB.draw()
def winA(self):
self.scoreA += 1
self.need_reset = True
def winB(self):
self.scoreB += 1
self.need_reset = True
def draw(self):
set_color(0)
drawRectangle(size=getWindow().size)
self.drawUI()
# draw
for ball in self.balls:
ball.draw()
for bat in self.bats:
bat.draw()
def pymt_plugin_activate(w, ctx):
ctx.wang = Wang()
w.add_widget(ctx.wang)
def pymt_plugin_deactivate(w, ctx):
w.remove_widget(ctx.wang)
if __name__ == '__main__':
w = MTWindow()
ctx = MTContext()
pymt_plugin_activate(w, ctx)
runTouchApp()
pymt_plugin_deactivate(w, ctx)
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