import sys
import math
from random import randint
from engine import Engine
from fuel import Fuel
from stage import Stage
from rocket import Rocket
from atmosphere import Atmosphere
from body import Body
from universe import Universe
from simulation import Simulation
import pygame
from pygame.locals import *
def main(argv):
raptor_engine = Engine(name="raptor", isp=360, max_flow_rate=931) #https://en.wikipedia.org/wiki/SpaceX_Raptor
methane_fuel = Fuel(name="methane") #TODO: more
#https://en.wikipedia.org/wiki/SpaceX_Starship
first_stage = Stage(name="superheavy booster",
stage_mass=180000,
engine=raptor_engine,
engine_number=33,
max_engine_gimbaling_angle=30,
fuel_type=methane_fuel,
fuel_mass=3600000,
drag_coefficient=1.18,
cross_sectional_area=(math.pi * (9**2))
)
second_stage = Stage(name="starship",
stage_mass=80000,
engine=raptor_engine,
engine_number=6,
max_engine_gimbaling_angle=30,
fuel_type=methane_fuel,
fuel_mass=1200000,
drag_coefficient=1.18,
cross_sectional_area=(math.pi * (9**2))
)
rocket = Rocket(name="starship launch system",
stages=[first_stage, second_stage],
payload_mass=100
)
body = Body(name="earth",
density=5.51,
radius=6371000,
atmosphere=Atmosphere(
avg_sea_level_pressure=101325,
molar_mass_air=0.02896,
standard_temp=288.15
)
)
universe = Universe(name="conventional",
G=6.67E-11
)
simulation = Simulation(universe, body, rocket)
simulation.rocket.current_stage().engines_on = True
pygame.init()
pygame.display.set_caption("OSLS - Overly Simple Launch Simulator")
clock = pygame.time.Clock()
SCREEN_WIDTH = 1024
SCREEN_HEIGHT = 720
simulation_display = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
paused = False
while True:
if not paused:
draw_simulation(simulation_display, simulation)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
quit()
elif event.key == pygame.K_SPACE:
paused = not paused
else:
handle_key_press(simulation, event.key)
delta = clock.tick(60) / 1000 #60fps #are we using delta in the simulation tick everywhere needed?
if not paused: #tick with pause messes up delta TODO: TODOODODODODODOOD TODO
print("delta: " + str(delta))
simulation.tick(delta=delta)
#TODO: draw floor, flame (continuity)
#TODO: do max load on rocket so it blows up
#TODO: allow for x movement, speed, accel etc
#TODO: allow multilanguage api for landing algorithms etc
#TODO: probs need cloud sprite that spawns and despawns as well as floor sprite
def linear_gradient(start_color, end_color, length, value_at):
return [
int(start_color[j] + (float(value_at)/(length-1))*(end_color[j]-start_color[j]))
for j in range(3)
]
def draw_simulation(simulation_display: type[pygame.Surface], simulation: type[Simulation]) -> None:
#draw background
def get_color_for_height(height: float) -> (int, int, int):
if height < 70000:
return linear_gradient((31,118,194), (0, 0, 0), 70000, int(height))
else:
return (0, 0, 0)
#gradient for atmosphere
simulation_display.fill(get_color_for_height(simulation.y))
#draw clouds and stars
#draw clouds (we need continuity TODO)
#if simulation.y < 20000 and randint(0, 100) < 5:
# pygame.draw.circle(simulation_display, (255, 255, 255), (randint(0, simulation_display.get_width()), randint(0, simulation_display.get_height())), 30)
#draw stars
if simulation.y > 30000:
for _ in range(100):
simulation_display.set_at((randint(0, simulation_display.get_width()), randint(0, simulation_display.get_height())), (255, 255, 255))
#draw stats text
font = pygame.font.SysFont("Comic Sans MS", 30)
curr_thrust = simulation.rocket.current_stage().current_thrust(simulation.body.g(simulation.universe.G, simulation.y), simulation.heading)
g = simulation.body.g(simulation.universe.G, simulation.y)
simulation_display.blit(font.render("Simulation time: {:.0f}s".format(simulation.time), False, (255, 255, 255)),(0,0))
simulation_display.blit(font.render("X: {:.0f}m".format(simulation.x), False, (255, 255, 255)),(0,40))
simulation_display.blit(font.render("Y: {:.0f}m".format(simulation.y), False, (255, 255, 255)),(0,80))
simulation_display.blit(font.render("Speed x: {:.0f}m/s".format(simulation.speed_x), False, (255, 255, 255)),(0,120))
simulation_display.blit(font.render("Speed y: {:.0f}m/s".format(simulation.speed_y), False, (255, 255, 255)),(0,160))
simulation_display.blit(font.render("Acceleration x: {:.2f}m/s2".format(simulation.acceleration_x), False, (255, 255, 255)),(0,200))
simulation_display.blit(font.render("Acceleration y: {:.2f}m/s2".format(simulation.acceleration_y), False, (255, 255, 255)),(0,240))
simulation_display.blit(font.render("Thrust x: {:.0f}N".format(simulation.rocket.current_stage().current_thrust(g, simulation.heading)[0]), False, (255, 255, 255)),(0,280))
simulation_display.blit(font.render("Thrust y: {:.0f}N".format(simulation.rocket.current_stage().current_thrust(g, simulation.heading)[1]), False, (255, 255, 255)),(0,320))
simulation_display.blit(font.render("Altitude: {:.0f}m".format(simulation.y), False, (255, 255, 255)),(0,360))
simulation_display.blit(font.render("Fuel in stage: {:.0f}kg".format(simulation.rocket.current_stage().fuel_mass), False, (255, 255, 255)),(0,400))
simulation_display.blit(font.render("Stage mass: {:.0f}kg".format(simulation.rocket.current_stage().total_mass()), False, (255, 255, 255)),(0,440))
simulation_display.blit(font.render("Rocket mass: {:.0f}kg".format(simulation.rocket.total_mass()), False, (255, 255, 255)),(0,480))
simulation_display.blit(font.render("Stage number: {:.0f}".format(simulation.rocket.stages_spent), False, (255, 255, 255)),(0,520))
simulation_display.blit(font.render("Throttle: {:.0f}%".format(simulation.rocket.current_stage().throttle), False, (255, 255, 255)),(0,560))
simulation_display.blit(font.render("Gimbal: {:.2f}deg".format(simulation.rocket.current_stage().gimbal), False, (255, 255, 255)),(0,600))
simulation_display.blit(font.render("Heading: {:.2f}deg".format(simulation.heading), False, (255, 255, 255)),(0,640))
#draw rocket
first_stage_height = 90 #TODO
first_stage_width = 60
def calculate_rocket_y_based_on_y_speed_accel(display_height: int, rocket_height: int, speed_y: float, accel_y: float) -> int:
top = display_height / 5 - (rocket_height / 2) #in the case we are accelerating positively
bottom = display_height - (top * 2)
return bottom
def calculate_rocket_x_based_on_x_speed_accel(display_width: int, rocket_width: int, speed_x: float, accel_x: float) -> int:
return display_width / 2 - (rocket_width / 2)
rocket_x = calculate_rocket_x_based_on_x_speed_accel(simulation_display.get_width(), first_stage_width, None, None)
rocket_y = calculate_rocket_y_based_on_y_speed_accel(simulation_display.get_height(), first_stage_height, simulation.speed_y, simulation.acceleration_y)
rocket_color = (244, 67, 54)
flame_radius = 10
flame_color = (255, 125, 100)
#TODO: Rotate rocket with gimbal? or with accel? probs with accel
i = simulation.rocket.stages_spent
stage_height = first_stage_height / (i + 1)
stage_y = rocket_y + first_stage_height - stage_height
for _ in simulation.rocket.stages:
stage_width = first_stage_width / (i + 1)
stage_x = rocket_x + i * (stage_width / 2)
pygame.draw.rect(simulation_display, rocket_color, pygame.Rect(stage_x, stage_y, stage_width, stage_height))
stage_y -= stage_height / 2
stage_height /= 2
i += 1
#draw flame
if simulation.rocket.current_stage().engines_on and simulation.rocket.current_stage().fuel_mass > 0:
pygame.draw.circle(simulation_display, flame_color, (rocket_x + (first_stage_width / 2), rocket_y + first_stage_height + flame_radius), flame_radius)
def handle_key_press(simulation, key):
if key == pygame.K_x:
simulation.rocket.current_stage().engines_on = not simulation.rocket.current_stage().engines_on
elif key == pygame.K_z:
simulation.rocket.perform_stage_separation(True)
elif key == pygame.K_DOWN:
current_stage = simulation.rocket.current_stage()
if current_stage.throttle > 0:
current_stage.throttle -= 1
elif key == pygame.K_UP:
current_stage = simulation.rocket.current_stage()
if current_stage.throttle < 100:
current_stage.throttle += 1
elif key == pygame.K_LEFT:
current_stage = simulation.rocket.current_stage()
if current_stage.gimbal > 0 - current_stage.max_engine_gimbaling_angle:
current_stage.gimbal -= 1
elif key == pygame.K_RIGHT:
current_stage = simulation.rocket.current_stage()
if current_stage.gimbal < 0 + current_stage.max_engine_gimbaling_angle:
current_stage.gimbal += 1
if __name__ == "__main__":
main(sys.argv)