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import sys
import math
from time import sleep
from engine import Engine
from fuel import Fuel
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):
rocket = Rocket(name="starship",
rocket_mass=240000, #thrust=245000
engine=Engine(name="raptor", thrust=2.3E6, flow_rate=1000), #https://en.wikipedia.org/wiki/SpaceX_Raptor
engine_number=33,
fuel_type=Fuel(name="methane", energy_density=None),
fuel_mass=4000000,
drag_coefficient=1.18,
cross_sectional_area=(math.pi * (9**2))
)
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,
plank=None
)
simulation = Simulation(universe, body, rocket)
pygame.init()
clock = pygame.time.Clock()
SCREEN_WIDTH = 1024
SCREEN_HEIGHT = 720
simulation_display = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
while(True):
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()
else:
handle_key_press(simulation, event.key)
delta = clock.tick(60) / 1000 #60fps #are we using delta in the simulation tick everywhere needed?
print("delta: " + str(delta))
simulation.tick(delta=delta)
#TODO: draw floor, flame
#TODO: add support for rocket stages
#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
def draw_simulation(simulation_display: type[pygame.Surface], simulation: type[Simulation]) -> None:
font = pygame.font.SysFont("Comic Sans MS", 30)
#draw background
def get_color_for_height(height: int) -> (int, int, int):
return (255, 255, 255)
simulation_display.fill(get_color_for_height(simulation.y)) #gradient for atmosphere TODO
#draw stats text
simulation_display.blit(font.render("Altitude: {:.0f}m".format(simulation.y), False, (0, 0, 0)),(0,0))
simulation_display.blit(font.render("Speed: {:.0f}m/s".format(simulation.speed_y), False, (0, 0, 0)),(0,40))
simulation_display.blit(font.render("Acceleration: {:.2f}m/s2".format(simulation.acceleration_y), False, (0, 0, 0)),(0,80))
simulation_display.blit(font.render("Fuel: {:.0f}kg".format(simulation.rocket.fuel_mass), False, (0, 0, 0)),(0,120))
#draw rocket
rocket_height = 90
rocket_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(), rocket_width, None, None)
rocket_y = calculate_rocket_y_based_on_y_speed_accel(simulation_display.get_height(), rocket_height, simulation.speed_y, simulation.acceleration_y)
rocket_color = (0, 125, 255)
flame_radius = 10
flame_color = (255, 125, 100)
pygame.draw.rect(simulation_display, rocket_color, pygame.Rect(rocket_x, rocket_y, rocket_width, rocket_height))
if simulation.rocket.engines_on and simulation.rocket.fuel_mass > 0:
pygame.draw.circle(simulation_display, flame_color, (rocket_x + (rocket_width / 2), rocket_y + rocket_height + flame_radius), flame_radius)
def handle_key_press(simulation, key):
if key == pygame.K_SPACE:
simulation.rocket.engines_on = not simulation.rocket.engines_on
elif key == pygame.K_LEFT:
sys.exit(0)
elif key == pygame.K_RIGHT:
sys.exit(0)
if __name__ == "__main__":
main(sys.argv)
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