/usr/share/sugar/activities/Physics.activity/physics.py is in sugar-physics-activity 7+dfsg-1.1.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 | #!/usr/bin/python
"""
Physics, a 2D Physics Playground for Kids
Copyright (C) 2008 Alex Levenson and Brian Jordan
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
--
Elements is Copyright (C) 2008, The Elements Team, <elements@linuxuser.at>
Wiki: http://wiki.sugarlabs.org/go/Activities/Physics
Code: git://git.sugarlabs.org/physics/mainline.git
"""
import sys
import math
import pygame
from pygame.locals import *
from pygame.color import *
import olpcgames
sys.path.append("lib/")
import pkg_resources
sys.path.append("lib/Elements-0.13-py2.5.egg")
sys.path.append("lib/Box2D-2.0.2b1-py2.5-linux-i686.egg")
import Box2D as box2d
import elements
import tools
from helpers import *
import gtk
class PhysicsGame:
def __init__(self, screen):
self.screen = screen
# Get everything set up
self.clock = pygame.time.Clock()
self.font = pygame.font.Font(None, 24) # font object
self.canvas = olpcgames.ACTIVITY.canvas
self.in_focus = True
# Create the name --> instance map for components
self.toolList = {}
for c in tools.allTools:
self.toolList[c.name] = c(self)
self.currentTool = self.toolList[tools.allTools[0].name]
# Set up the world (instance of Elements)
self.box2d = box2d
self.world = elements.Elements(self.screen.get_size())
self.world.renderer.set_surface(self.screen)
# Set up static environment
self.world.add.ground()
# Fake a Sugar cursor for the pyGame canvas area
self.show_fake_cursor = False
pygame.mouse.set_cursor((8, 8), (0, 0), (0, 0, 0, 0, 0, 0, 0, 0), (0, 0, 0, 0, 0, 0, 0, 0))
self.cursor_picture = pygame.image.load('standardcursor.png')
self.cursor_picture.convert_alpha()
self.canvas.connect("enter_notify_event", self.switch_on_fake_pygame_cursor_cb)
self.canvas.connect("leave_notify_event", self.switch_off_fake_pygame_cursor_cb)
self.canvas.add_events(gtk.gdk.ENTER_NOTIFY_MASK
| gtk.gdk.LEAVE_NOTIFY_MASK)
def switch_off_fake_pygame_cursor_cb(self, panel, event):
self.show_fake_cursor = False
def switch_on_fake_pygame_cursor_cb(self, panel, event):
self.show_fake_cursor = True
def run(self):
while True:
for event in pygame.event.get():
self.currentTool.handleEvents(event)
if self.in_focus:
# Drive motors
if self.world.run_physics:
for body in self.world.world.GetBodyList():
if type(body.userData) == type({}):
if body.userData.has_key('rollMotor'):
diff = body.userData['rollMotor']['targetVelocity'] - body.GetAngularVelocity()
body.ApplyTorque(body.userData['rollMotor']['strength'] * diff * body.getMassData().I)
# Update & Draw World
self.world.update()
self.screen.fill((255, 255, 255)) # 255 for white
self.world.draw()
# Draw output from tools
self.currentTool.draw()
# Show Sugar like cursor for UI consistancy
if self.show_fake_cursor:
self.screen.blit(self.cursor_picture, pygame.mouse.get_pos())
# Flip Display
pygame.display.flip()
# Stay under 30 FPS to help keep the rest of the platform responsive
self.clock.tick(30) # Originally 50
def setTool(self, tool):
self.currentTool.cancel()
self.currentTool = self.toolList[tool]
def main():
toolbarheight = 75
tabheight = 45
pygame.init()
pygame.display.init()
x, y = pygame.display.list_modes()[0]
screen = pygame.display.set_mode((x, y - toolbarheight - tabheight))
# Create an instance of the game
game = PhysicsGame(screen)
# Start the main loop
game.run()
# Make sure that main get's called
if __name__ == '__main__':
main()
|