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-rw-r--r--src/gui/background_sprite.py36
-rw-r--r--src/gui/body_sprite.py27
-rw-r--r--src/gui/rocket_sprite.py63
3 files changed, 126 insertions, 0 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