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authorBaitinq <you@example.com>2022-02-11 21:23:06 +0000
committerBaitinq <you@example.com>2022-02-11 21:39:49 +0000
commitf4ac6cf687e5f66305de1b201f3948650ece35fb (patch)
tree71fbeec8431ee24768c1f63a8c273d5d0161c559
parentImplemented proper attitude calculation (instead of just y value) (diff)
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Added first basic sprites
-rw-r--r--src/gui/background_sprite.py36
-rw-r--r--src/gui/body_sprite.py27
-rw-r--r--src/gui/rocket_sprite.py63
-rw-r--r--src/main.py89
-rw-r--r--src/simulation.py21
5 files changed, 158 insertions, 78 deletions
diff --git a/src/gui/background_sprite.py b/src/gui/background_sprite.py
new file mode 100644
index 0000000..0579af8
--- /dev/null
+++ b/src/gui/background_sprite.py
@@ -0,0 +1,36 @@
+from random import randint
+
+import pygame
+from pygame.locals import *
+
+from simulation import Simulation
+
+class Sprite_Background(pygame.sprite.Sprite):
+    def __init__(self, simulation: type[Simulation]):
+        super().__init__()
+        self.simulation = simulation
+
+    def update(self, display_width, display_height):
+        self.image = pygame.Surface([display_width, display_height])
+
+        #TODO: put into its own functions drawBg() drawStars()
+        self.image.fill(self.get_color_for_height(self.simulation.rocket_altitude()))
+        
+        #draw stars, TODO: should be its own sprite and speed should actually matter
+        if self.simulation.rocket_altitude() > 30000:
+            for _ in range(100):
+                self.image.set_at((randint(0, display_width), randint(0, display_height)), (255, 255, 255))
+        
+        self.rect = self.image.get_rect()
+
+    def linear_gradient(self, 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 get_color_for_height(self, height: float) -> (int, int, int):
+        if height < 70000:
+            return self.linear_gradient((31,118,194), (0, 0, 0), 70000, int(height))
+        else:
+            return (0, 0, 0)
\ No newline at end of file
diff --git a/src/gui/body_sprite.py b/src/gui/body_sprite.py
new file mode 100644
index 0000000..708da03
--- /dev/null
+++ b/src/gui/body_sprite.py
@@ -0,0 +1,27 @@
+import pygame
+from pygame.locals import *
+
+from simulation import Simulation
+from body import Body
+
+class Sprite_Body(pygame.sprite.Sprite):
+    def __init__(self, simulation: type[Simulation], floor: int):
+        super().__init__()
+        self.simulation = simulation
+        self.body = self.simulation.body
+        self.floor = floor
+
+    def update(self, display_width, display_height):
+        draw_height = self.floor
+        rocket_altitude = self.simulation.rocket_altitude()
+        body_radius = self.body.radius
+        
+        #draw circle, but in fixed point, not screen
+        self.image = pygame.Surface([display_width, draw_height], pygame.SRCALPHA)
+        self.image.fill((0, 155, 155))
+
+        top_of_floor = display_height - draw_height + rocket_altitude
+        #print("Top of floor: " + str(top_of_floor))
+        
+        self.rect = self.image.get_rect()
+        self.rect = [0, top_of_floor]
\ No newline at end of file
diff --git a/src/gui/rocket_sprite.py b/src/gui/rocket_sprite.py
new file mode 100644
index 0000000..101c227
--- /dev/null
+++ b/src/gui/rocket_sprite.py
@@ -0,0 +1,63 @@
+import pygame
+from pygame.locals import *
+
+from simulation import Simulation
+from rocket import Rocket
+
+class Sprite_Rocket(pygame.sprite.Sprite):
+    def __init__(self, simulation: type[Simulation], floor: int):
+        super().__init__()
+        self.simulation = simulation
+        self.rocket = self.simulation.rocket
+        self.floor = floor
+
+    def update(self, display_width, display_height):
+        first_stage_height = 90 #TODO
+        first_stage_width = 60
+        rocket_color = (244, 67, 54)
+
+        flame_radius = 10
+        flame_color = (255, 125, 100)
+
+        total_rocket_height = flame_radius * 2
+        i = self.simulation.rocket.stages_spent
+        stage_height = first_stage_height / (i + 1)
+        for _ in self.simulation.rocket.stages:
+            total_rocket_height += stage_height
+            stage_height /= 2
+            i += 1
+        
+        self.image = pygame.Surface([first_stage_width, total_rocket_height], pygame.SRCALPHA)
+        #self.image.fill((0, 255, 0))
+        
+        i = self.simulation.rocket.stages_spent
+        stage_height = first_stage_height
+        stage_y = first_stage_height
+        for _ in self.simulation.rocket.stages:
+            stage_width = first_stage_width / (i + 1)
+            stage_x = i * (stage_width / 2)
+            
+            pygame.draw.rect(self.image, rocket_color, pygame.Rect(stage_x, total_rocket_height - stage_y - (flame_radius * 2), stage_width, stage_height))
+
+            stage_y += stage_height / 2
+            stage_height /= 2
+
+            i += 1
+
+        #draw flame: TODO: Flame should show direction somehow (gimbal)
+        if self.simulation.rocket.current_stage().engines_on and self.simulation.rocket.current_stage().fuel_mass > 0:
+            pygame.draw.circle(self.image, flame_color, (first_stage_width / 2, total_rocket_height - flame_radius), flame_radius)
+        
+
+        
+        #heading
+        self.image = pygame.transform.rotozoom(self.image, -self.simulation.heading, 1)
+
+        self.rect = self.image.get_rect()
+
+        rocket_x = display_width / 2 - (first_stage_width / 2)
+        rocket_y = display_height - self.floor#TODO: 100 is a const. SHARE THAT ACROSS THIGNS (FLOOR)
+
+        self.rect.bottomleft = [rocket_x, rocket_y]
+
+    
\ No newline at end of file
diff --git a/src/main.py b/src/main.py
index 5b6f673..8249535 100644
--- a/src/main.py
+++ b/src/main.py
@@ -1,6 +1,5 @@
 import sys
 import math
-from random import randint
 
 from engine import Engine
 from fuel import Fuel
@@ -14,6 +13,10 @@ from simulation import Simulation
 import pygame
 from pygame.locals import *
 
+from gui.background_sprite import Sprite_Background
+from gui.rocket_sprite import Sprite_Rocket
+from gui.body_sprite import Sprite_Body
+
 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
@@ -65,7 +68,6 @@ def main(argv):
                         )
     
     simulation = Simulation(universe, body, rocket)
-    simulation.rocket.current_stage().engines_on = True
 
     pygame.init()
     pygame.display.set_caption("OSLS - Overly Simple Launch Simulator")
@@ -74,11 +76,23 @@ def main(argv):
     SCREEN_WIDTH = 1024
     SCREEN_HEIGHT = 720
 
+    sprite_group = pygame.sprite.Group()
+
+    #cloud_sprite = Sprite_Cloud(simulation) #TODO
+
+    floor = 100 #100px is the floor of the drawing (where the rocket stops and where the body surface is)
+
+    sprite_group.add(Sprite_Background(simulation),
+                     Sprite_Body(simulation, floor), 
+                     Sprite_Rocket(simulation, floor))
+
     simulation_display = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
     paused = False
     while True:
         if not paused:
-            draw_simulation(simulation_display, simulation)
+            sprite_group.update(simulation_display.get_width(), simulation_display.get_height())
+            sprite_group.draw(simulation_display)
+            draw_text_info(simulation_display, simulation)
             pygame.display.update()
 
         for event in pygame.event.get(): 
@@ -94,40 +108,18 @@ def main(argv):
                     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
+        if not paused:
             print("delta: " + str(delta))
             simulation.tick(delta=delta)
 
-        #TODO: draw body sprite, rocket sprite, clouds sprites, etc.
         #TODO: implement gravity properly (x and y)
+        #TODO: implement apoapsis and periapsis calculation
+        #TODO: draw good rocket sprite, persistant clouds and star sprites, etc.
+        #TODO: do actual aerodynamic load so heading depends on that and not on speed
         #TODO: do max load on rocket so it blows up
         #TODO: allow multilanguage api for landing algorithms etc
 
-def draw_simulation(simulation_display: type[pygame.Surface], simulation: type[Simulation]) -> None:        
-        #draw background
-        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 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.rocket_altitude()))
-
-        #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.rocket_altitude() > 30000:
-            for _ in range(100):
-                simulation_display.set_at((randint(0, simulation_display.get_width()), randint(0, simulation_display.get_height())), (255, 255, 255))
+def draw_text_info(simulation_display: type[pygame.Surface], simulation: type[Simulation]) -> None:        
         #draw stats text
         font = pygame.font.SysFont("Comic Sans MS", 30)
 
@@ -152,43 +144,6 @@ def draw_simulation(simulation_display: type[pygame.Surface], simulation: type[S
         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 heading
-        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
diff --git a/src/simulation.py b/src/simulation.py
index ffcdaeb..9f6c389 100644
--- a/src/simulation.py
+++ b/src/simulation.py
@@ -91,17 +91,6 @@ class Simulation():
         
         self.speed_x = self.speed_x + (self.acceleration_x * delta)
         self.speed_y = self.speed_y + (self.acceleration_y * delta)
-
-        print("Speed x: " + str(self.speed_x))
-        print("Speed y: " + str(self.speed_y))
-
-        #TODO: WELL CALCULATED? (angle well?)
-        ref_vec = (0, 1)
-        acc_vec = (self.speed_x, self.speed_y)
-        dot = (acc_vec[0] * ref_vec[0]) + (acc_vec[1] * ref_vec[1])
-        det = (acc_vec[0] * ref_vec[1]) - (acc_vec[1] * ref_vec[0])
-        self.heading = math.degrees(math.atan2(det, dot))
-        print("Heading: " + str(self.heading))
         
         #update position based on velocity and delta
         self.x += self.speed_x * delta
@@ -112,10 +101,20 @@ class Simulation():
             self.y -= self.speed_y * delta
             self.speed_x = 0
             self.speed_y = 0
+
+        print("Speed x: " + str(self.speed_x))
+        print("Speed y: " + str(self.speed_y))
             
         print("X: " + str(self.x))
         print("Y: " + str(self.y))
 
+        ref_vec = (0, 1)
+        acc_vec = (self.speed_x, self.speed_y)
+        dot = (acc_vec[0] * ref_vec[0]) + (acc_vec[1] * ref_vec[1])
+        det = (acc_vec[0] * ref_vec[1]) - (acc_vec[1] * ref_vec[0])
+        self.heading = math.degrees(math.atan2(det, dot))
+        print("Heading: " + str(self.heading))
+
         print("Total Simulation Time: " + str(self.time))
         print("")