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screen.py
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209 lines (159 loc) · 7.66 KB
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#!/usr/bin/env python
# coding: utf-8
# In[1]:
#!/usr/bin/env python3
# -*- coding: utf-8 -*-
import pygame
import random
import math
SCREEN_DIM = (800, 600)
# =======================================================================================
# Функции для работы с векторами
# =======================================================================================
class Vec2d:
def __init__(self, x, y):
self.x = x
self.y = y
def __sub__(self, v):
""""Метод для разности двух векторов через оператор '-'. Результатом сложения также является вектор."""
return Vec2d(self.x - v.x, self.y - v.y)
def __add__(self, v):
"""Метод для сложения двух векторов через оператор '+'. Результатом сложения также является вектор."""
return Vec2d(self.x + v.x, self.y + v.y)
def __len__(self):
"""Метод для нахождения длины вектора при помощи функции len()."""
return int(math.sqrt(self.x * self.x + self.y * self.y))
def __mul__(self, k):
"""Метод для произведения вектора на число через оператор '*'. Результатом операции также является вектор."""
return Vec2d(self.x * k, self.y * k)
def int_pair(self):
"""Данный метод вернет кортеж состоящий из его координат."""
return (self.x, self.y)
# =======================================================================================
# Функции отрисовки
# =======================================================================================
class Polyline:
def __init__(self, points, speeds):
self.points = points
self.speeds = speeds
def draw_points(self, points, style="points", width=3, color=(255, 255, 255)):
"""Метод для отрисовки линий и точек на экране."""
if style == "line":
for p_n in range(-1, len(points) - 1):
pygame.draw.line(gameDisplay, color,
(int(points[p_n][0]), int(points[p_n][1])),
(int(points[p_n + 1][0]), int(points[p_n + 1][1])), width)
elif style == "points":
for p in points:
pygame.draw.circle(gameDisplay, color,
(int(p[0]), int(p[1])), width)
def draw_help(self):
"""Метод для отрисовки подсказки по управлению программой."""
gameDisplay.fill((50, 50, 50))
font1 = pygame.font.SysFont("courier", 24)
font2 = pygame.font.SysFont("serif", 24)
data = []
data.append(["F1", "Show Help"])
data.append(["R", "Restart"])
data.append(["P", "Pause/Play"])
data.append(["Num+", "More points"])
data.append(["Num-", "Less points"])
data.append(["", ""])
data.append([str(steps), "Current points"])
pygame.draw.lines(gameDisplay, (255, 50, 50, 255), True, [
(0, 0), (800, 0), (800, 600), (0, 600)], 5)
for i, text in enumerate(data):
gameDisplay.blit(font1.render(
text[0], True, (128, 128, 255)), (100, 100 + 30 * i))
gameDisplay.blit(font2.render(
text[1], True, (128, 128, 255)), (200, 100 + 30 * i))
# =======================================================================================
# Функции, отвечающие за расчет сглаживания ломаной
# =======================================================================================
def get_point(self, points, alpha, deg=None):
if deg is None:
deg = len(points) - 1
if deg == 0:
return points[0]
vector = Vec2d(points[deg][0], points[deg][1]) * alpha + Vec2d(self.get_point(points, alpha, deg - 1)[0], self.get_point(points, alpha, deg - 1)[1]) * (1 - alpha)
return vector.int_pair()
def get_points(self, base_points, count):
alpha = 1 / count
res = []
for i in range(count):
res.append(self.get_point(base_points, i * alpha))
return res
def set_points(self, points, speeds):
"""Метод отвечающий за пересчет координат точек"""
for p in range(len(points)):
vec = Vec2d(points[p][0], points[p][1]) + Vec2d(speeds[p][0], speeds[p][1])
points[p] = vec.int_pair()
if points[p][0] > SCREEN_DIM[0] or points[p][0] < 0:
speeds[p] = (- speeds[p][0], speeds[p][1])
if points[p][1] > SCREEN_DIM[1] or points[p][1] < 0:
speeds[p] = (speeds[p][0], -speeds[p][1])
class Knot(Polyline):
def get_knot(self, points, count):
if len(points) < 3:
return []
res = []
for i in range(-2, len(points) - 2):
ptn = []
v = Vec2d(points[i][0], points[i][1]) + Vec2d(points[i + 1][0], points[i + 1][1])
v *= 0.5
u = Vec2d(points[i + 1][0], points[i + 1][1]) + Vec2d(points[i + 2][0], points[i + 2][1])
u *= 0.5
ptn.append(v.int_pair())
ptn.append(points[i + 1])
ptn.append(u.int_pair())
res.extend(self.get_points(ptn, count))
return res
# =======================================================================================
# Основная программа
# =======================================================================================
if __name__ == "__main__":
pygame.init()
gameDisplay = pygame.display.set_mode(SCREEN_DIM)
pygame.display.set_caption("MyScreenSaver1")
steps = 35
working = True
knot = Knot([], [])
show_help = False
pause = True
hue = 0
color = pygame.Color(0)
while working:
for event in pygame.event.get():
if event.type == pygame.QUIT:
working = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
working = False
if event.key == pygame.K_r:
knot.points = []
knot.speeds = []
if event.key == pygame.K_p:
pause = not pause
if event.key == pygame.K_KP_PLUS:
steps += 1
if event.key == pygame.K_F1:
show_help = not show_help
if event.key == pygame.K_KP_MINUS:
steps -= 1 if steps > 1 else 0
if event.type == pygame.MOUSEBUTTONDOWN:
knot.points.append(event.pos)
knot.speeds.append((random.random() * 2, random.random() * 2))
gameDisplay.fill((0, 0, 0))
hue = (hue + 1) % 360
color.hsla = (hue, 100, 50, 100)
knot.draw_points(knot.points)
knot.draw_points(knot.get_knot(knot.points, steps), "line", 3, color)
if not pause:
knot.set_points(knot.points, knot.speeds)
if show_help:
knot.draw_help()
pygame.display.flip()
pygame.display.quit()
pygame.quit()
exit(0)
# In[ ]: