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Copy pathmain.py
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378 lines (243 loc) · 10.3 KB
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import json
import random
import matplotlib.pyplot as mpl
import numpy as np
import arcade as a
from typing import (Iterator, List)
from pyglet.math import Vec2
SCREEN_WIDTH = 1920
SCREEN_HEIGHT = 1080
SCREEN_TITLE = None
dt = 1 / 0.00001
ITTER_CONST = 6.67 * 10 ** -11
cm_T = []
MP = 100
text = [
"ОПИСАНИЕ КНОПОК НА КОТОРЫЕ МОЖНО И НУЖНО ТЫКАТЬ",
"W - ускорить симуляцию S - замедлить ",
"Стрелочками можно двигать камеру , R - вернуть ее в положение центра",
"+ , - на нумпаде приближает и отдаляет камеру (отдалите)",
"TAB - переключится между объектами",
"SPACE - поставить паузу (сейчас на паузе) "
]
class Anima(a.Sprite):
def __init__(self, name, mass=0, x: float = 0, y: float = 0,
angle: float = 0, iterration=1,
vx=0, vy=0, scale=1):
self.iterration = iterration
self.v = []
self.t = 0
self.mass = mass
self.filename = name
a.Sprite.__init__(self, center_x=x,
center_y=y,
angle=angle, scale=scale)
self.change_x = vx
self.change_y = vy
self.texture_num = 0
file = open("sprites/" + name + ".json")
raw = json.load(file)
self.textures = self.load("sprites/" + name + ".png",
raw["sp_x"], raw["sp_y"],
raw["s_x"], raw["s_y"])
self.trajectory = []
self.rgb = [random.randrange(0, 255), random.randrange(0, 255), random.randrange(0, 255)]
def update(self):
self.set_texture(self.texture_num)
if self.texture_num + 1 > self.textures.__len__() - 1:
self.texture_num = 0
else:
self.texture_num += 1
self.center_x += self.change_x * dt
self.center_y += self.change_y * dt
# if self.t % 2 == 0:
self.trajectory.append([self.center_x, self.center_y])
self.t += dt
#
# self.v.append([self.change_x, self.change_y, self.t])
def draw_trajectory(self):
a.draw_line_strip(self.trajectory, (self.rgb[0], self.rgb[1], self.rgb[2]))
def load(self, name, sp_x, sp_y, s_x, s_y):
'''''
Функция загуржает и обрабатывает лист спрайтов в массив чтобы была анимация
'''''
tlist = []
for y in range(int(s_y / sp_y)):
for x in range(int(s_x / sp_x)):
one_spr = a.load_texture(name, sp_x * x, sp_y * y, sp_x, sp_y)
tlist.append(one_spr)
return tlist
# ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||#
class Rokcet(Anima):
def __init__(self, name, mass=0, oil_mass=0, waste=0, x=0, y=0, vx=0, vy=0, ux=0, uy=0, scale=1):
Anima.__init__(self, name, mass + oil_mass, x, y, vx=vx, vy=vy, scale=scale)
self.oil_mass = oil_mass
self.waste = waste
self.u = [ux, uy]
def update(self):
if self.oil_mass > 0:
if self.oil_mass - self.waste * dt > 0:
self.change_x += self.u[0] * dt * self.waste / self.mass
self.change_y += self.u[1] * dt * self.waste / self.mass
self.mass -= self.waste * dt
self.oil_mass -= self.waste * dt
else:
self.change_x += self.u[0] * self.oil_mass / self.mass
self.change_y += self.u[1] * self.oil_mass / self.mass
self.mass -= self.oil_mass
self.oil_mass = 0
Anima.update(self)
class ClosedSystem:
def __init__(self):
self.list: List[Anima] = []
self.dr_cm = True
def __setitem__(self, key, value):
self.list[key] = value
def __getitem__(self, key):
return self.list[key]
def __iter__(self) -> Iterator[Anima]:
return iter(self.list)
def mass_cent(self):
'''''
считает и рисует положение центра масс ситсемы
'''''
m = 0
mr = [0, 0]
for i in self.list:
m += i.mass
mr[0] += i.mass * i.center_x
mr[1] += i.mass * i.center_y
a.draw_circle_filled(mr[0] / m, mr[1] / m, 100090, a.color.RED)
cm_T.append([mr[0] / m, mr[1] / m])
def append(self, x: Anima):
self.list.append(x)
def draw(self):
for i in self.list:
i.draw_trajectory()
for i in self.list:
i.draw()
if self.dr_cm:
self.mass_cent()
def __len__(self) -> int:
return len(self.list)
def interaction(self):
for main in self.list:
if main.iterration == 1:
for sec in self.list:
if main != sec:
D_X = -(main.center_x - sec.center_x)
D_Y = -(main.center_y - sec.center_y)
dist = D_X ** 2 + D_Y ** 2
main.change_x += ITTER_CONST * sec.mass / (dist ** (3 / 2)) * D_X * dt
main.change_y += ITTER_CONST * sec.mass / (dist ** (3 / 2)) * D_Y * dt
def update(self):
self.interaction()
for i in self.list:
i.update()
# ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||#
class MyGame(a.Window):
def __init__(self):
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE,
vsync=True, center_window=True, update_rate=1 / 64)
self.set_mouse_visible(True)
self.camera_sprites = a.Camera(SCREEN_WIDTH, SCREEN_HEIGHT)
a.enable_timings()
self.tek = 0
self.smesh = [0, 0]
self.cam_lock = 0
self.PAUSE = 1
self.start = 0
self.SPEED = 1
self.system = ClosedSystem()
def setup(self):
self.system.dr_cm = 1
init = json.load(open("sprite2/clsys.json"))
for i in init["rockets"]:
self.system.append(Rokcet(
i["name"],
i["mass"], i["oil_mass"], i["waste"],
i["x"], i["y"], i["vx"], i["vy"], i["ux"], i["uy"],
i["scale"]
))
for i in init["planets"]:
self.system.append(Anima(
i["name"],
i["mass"][0] * 10 ** i["mass"][1],
i["x"][0]*10**i["x"][1], i["y"][0]*10**i["y"][1], i["angle"],
i["iterration"], i["vx"], i["vy"], i["scale"]
))
self.camera_sprites.scale =1000
def on_draw(self):
a.start_render()
self.camera_sprites.use()
self.system.draw()
def on_key_press(self, key, modifiers):
if key == a.key.UP:
self.smesh[1] += 100
if key == a.key.DOWN:
self.smesh[1] -= 100
if key == a.key.RIGHT:
self.smesh[0] += 100
if key == a.key.LEFT:
self.smesh[0] -= 100
if key == a.key.R:
self.smesh = [0, 0]
if key == a.key.NUM_ADD:
self.camera_sprites.scale /= 2
if key == a.key.NUM_SUBTRACT:
self.camera_sprites.scale *= 2
if key == a.key.SPACE:
if self.PAUSE == 1:
self.PAUSE = 0
self.start = 1
else:
self.PAUSE = 1
if key == a.key.TAB:
if self.tek + 1 > self.system.__len__() - 1:
self.tek = 0
else:
self.tek += 1
if key == a.key.W:
self.SPEED += 1 * MP
if key == a.key.S and self.SPEED > 1:
self.SPEED -= 1 * MP
####################################################################################################
def on_key_release(self, key, modifiers):
pass
####################################################################################################
def on_update(self, delta_time):
if self.PAUSE == 0:
for x in range(self.SPEED):
self.system.update()
if self.system[0].center_x > -100 and self.system[0].center_x < 100:
print(self.system[0].t / 60)
if self.cam_lock == 0:
self.scroll_to_player()
####################################################################################################
def scroll_to_player(self):
position = Vec2(self.system[self.tek].center_x + self.smesh[0] - self.width / 2,
self.system[self.tek].center_y + self.smesh[1] - self.height / 2)
self.camera_sprites.move_to(position, 1)
# упоротый движок принимает у всех спрайтов отдельно х и у но у камеры неееет давай херач вектор
####################################################################################################
# \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\#
# \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\#
# \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\#
# \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\#
####################################################################################################
window = MyGame()
window.setup()
a.run()
#
# t = []
# vx = []
# vy = []
# for i in window.system.list[0].v:
# t.append(i[2])
# vx.append(i[0])
# vy.append(i[1])
#
# mpl.plot(t, vx)
# mpl.plot(t, vy)
# mpl.show()
print(window.system[0].t / 60/60/24)