""" Generated by Statechart compiler by Glenn De Jonghe, Joeri Exelmans, Simon Van Mierlo, and Yentl Van Tendeloo (for the inspiration) Model author: Sam Pieters Model name: Elevator Balls """ from sccd.runtime.statecharts_core import * import sccd.runtime.libs.ui_v2 as ui import random import time CANVAS_DIMS = (800, 550) FLOOR_LENGTH = 350 FLOOR_SPACE = 50 FLOORS = 3 # package "Elevator Balls" class MainApp(RuntimeClassBase): def __init__(self, controller): RuntimeClassBase.__init__(self, controller) self.inports["field_ui"] = controller.addInputPort("field_ui", self) self.semantics.big_step_maximality = StatechartSemantics.TakeMany self.semantics.internal_event_lifeline = StatechartSemantics.Queue self.semantics.input_event_lifeline = StatechartSemantics.FirstComboStep self.semantics.priority = StatechartSemantics.SourceParent self.semantics.concurrency = StatechartSemantics.Single # build Statechart structure self.build_statechart_structure() # user defined attributes self.window_id = None self.canvas_id = None self.num_floors = None self.floor_dimensions = None # call user defined constructor MainApp.user_defined_constructor(self) def user_defined_constructor(self): self.num_floors = 0 self.button_num = FLOORS self.elevator_pos = None self.elevator_dim = None def user_defined_destructor(self): pass # builds Statechart structure def build_statechart_structure(self): # state self.states[""] = State(0, "", self) # state /creating_window self.states["/creating_window"] = State(1, "/creating_window", self) self.states["/creating_window"].setEnter(self._creating_window_enter) # state /creating_canvas self.states["/creating_canvas"] = State(2, "/creating_canvas", self) self.states["/creating_canvas"].setEnter(self._creating_canvas_enter) # state /create_floors self.states["/create_floors"] = State(3, "/create_floors", self) # state /wait self.states["/wait"] = State(4, "/wait", self) # state /create_controls self.states["/create_controls"] = State(5, "/create_controls", self) # state /create_controls/create_buttons self.states["/create_controls/create_buttons"] = State(6, "/create_controls/create_buttons", self) # state /create_controls/create_buttons/create_a_button self.states["/create_controls/create_buttons/create_a_button"] = State(7, "/create_controls/create_buttons/create_a_button", self) self.states["/create_controls/create_buttons/create_a_button"].setEnter(self._create_controls_create_buttons_create_a_button_enter) # state /create_controls/create_buttons/start_a_button self.states["/create_controls/create_buttons/start_a_button"] = State(8, "/create_controls/create_buttons/start_a_button", self) # state /create_controls/create_buttons/check_next self.states["/create_controls/create_buttons/check_next"] = State(9, "/create_controls/create_buttons/check_next", self) # state /create_elevator self.states["/create_elevator"] = State(10, "/create_elevator", self) # state /creating self.states["/creating"] = State(11, "/creating", self) # state /running self.states["/running"] = State(12, "/running", self) # add children self.states[""].addChild(self.states["/creating_window"]) self.states[""].addChild(self.states["/creating_canvas"]) self.states[""].addChild(self.states["/create_floors"]) self.states[""].addChild(self.states["/wait"]) self.states[""].addChild(self.states["/create_controls"]) self.states[""].addChild(self.states["/create_elevator"]) self.states[""].addChild(self.states["/creating"]) self.states[""].addChild(self.states["/running"]) self.states["/create_controls"].addChild(self.states["/create_controls/create_buttons"]) self.states["/create_controls/create_buttons"].addChild(self.states["/create_controls/create_buttons/create_a_button"]) self.states["/create_controls/create_buttons"].addChild(self.states["/create_controls/create_buttons/start_a_button"]) self.states["/create_controls/create_buttons"].addChild(self.states["/create_controls/create_buttons/check_next"]) self.states[""].fixTree() self.states[""].default_state = self.states["/creating_window"] self.states["/create_controls"].default_state = self.states["/create_controls/create_buttons"] self.states["/create_controls/create_buttons"].default_state = self.states["/create_controls/create_buttons/create_a_button"] # transition /creating_window _creating_window_0 = Transition(self, self.states["/creating_window"], [self.states["/creating_canvas"]]) _creating_window_0.setAction(self._creating_window_0_exec) _creating_window_0.setTrigger(Event("window_created", None)) self.states["/creating_window"].addTransition(_creating_window_0) # transition /creating_canvas _creating_canvas_0 = Transition(self, self.states["/creating_canvas"], [self.states["/create_floors"]]) _creating_canvas_0.setAction(self._creating_canvas_0_exec) _creating_canvas_0.setTrigger(Event("canvas_created", None)) self.states["/creating_canvas"].addTransition(_creating_canvas_0) # transition /create_floors _create_floors_0 = Transition(self, self.states["/create_floors"], [self.states["/create_controls"]]) _create_floors_0.setTrigger(None) _create_floors_0.setGuard(self._create_floors_0_guard) self.states["/create_floors"].addTransition(_create_floors_0) _create_floors_1 = Transition(self, self.states["/create_floors"], [self.states["/wait"]]) _create_floors_1.setAction(self._create_floors_1_exec) _create_floors_1.setTrigger(None) _create_floors_1.setGuard(self._create_floors_1_guard) self.states["/create_floors"].addTransition(_create_floors_1) # transition /wait _wait_0 = Transition(self, self.states["/wait"], [self.states["/wait"]]) _wait_0.setAction(self._wait_0_exec) _wait_0.setTrigger(Event("instance_created", None)) self.states["/wait"].addTransition(_wait_0) _wait_1 = Transition(self, self.states["/wait"], [self.states["/create_floors"]]) _wait_1.setTrigger(Event("instance_started", None)) self.states["/wait"].addTransition(_wait_1) # transition /create_controls/create_buttons/create_a_button _create_controls_create_buttons_create_a_button_0 = Transition(self, self.states["/create_controls/create_buttons/create_a_button"], [self.states["/create_controls/create_buttons/start_a_button"]]) _create_controls_create_buttons_create_a_button_0.setAction(self._create_controls_create_buttons_create_a_button_0_exec) _create_controls_create_buttons_create_a_button_0.setTrigger(Event("instance_created", None)) self.states["/create_controls/create_buttons/create_a_button"].addTransition(_create_controls_create_buttons_create_a_button_0) # transition /create_controls/create_buttons/start_a_button _create_controls_create_buttons_start_a_button_0 = Transition(self, self.states["/create_controls/create_buttons/start_a_button"], [self.states["/create_controls/create_buttons/check_next"]]) _create_controls_create_buttons_start_a_button_0.setTrigger(Event("instance_started", None)) self.states["/create_controls/create_buttons/start_a_button"].addTransition(_create_controls_create_buttons_start_a_button_0) # transition /create_controls/create_buttons/check_next _create_controls_create_buttons_check_next_0 = Transition(self, self.states["/create_controls/create_buttons/check_next"], [self.states["/create_controls/create_buttons/create_a_button"]]) _create_controls_create_buttons_check_next_0.setAction(self._create_controls_create_buttons_check_next_0_exec) _create_controls_create_buttons_check_next_0.setTrigger(None) _create_controls_create_buttons_check_next_0.setGuard(self._create_controls_create_buttons_check_next_0_guard) self.states["/create_controls/create_buttons/check_next"].addTransition(_create_controls_create_buttons_check_next_0) _create_controls_create_buttons_check_next_1 = Transition(self, self.states["/create_controls/create_buttons/check_next"], [self.states["/create_elevator"]]) _create_controls_create_buttons_check_next_1.setTrigger(None) _create_controls_create_buttons_check_next_1.setGuard(self._create_controls_create_buttons_check_next_1_guard) self.states["/create_controls/create_buttons/check_next"].addTransition(_create_controls_create_buttons_check_next_1) # transition /create_elevator _create_elevator_0 = Transition(self, self.states["/create_elevator"], [self.states["/creating"]]) _create_elevator_0.setAction(self._create_elevator_0_exec) _create_elevator_0.setTrigger(None) self.states["/create_elevator"].addTransition(_create_elevator_0) # transition /creating _creating_0 = Transition(self, self.states["/creating"], [self.states["/running"]]) _creating_0.setAction(self._creating_0_exec) _creating_0.setTrigger(Event("instance_created", None)) self.states["/creating"].addTransition(_creating_0) # transition /running _running_0 = Transition(self, self.states["/running"], [self.states["/running"]]) _running_0.setAction(self._running_0_exec) _running_0.setTrigger(Event("update_bounds", None)) self.states["/running"].addTransition(_running_0) _running_1 = Transition(self, self.states["/running"], [self.states["/running"]]) _running_1.setAction(self._running_1_exec) _running_1.setTrigger(Event("button_pressed", None)) self.states["/running"].addTransition(_running_1) _running_2 = Transition(self, self.states["/running"], [self.states["/running"]]) _running_2.setTrigger(Event("open_elevator", None)) self.states["/running"].addTransition(_running_2) def _creating_window_enter(self): self.big_step.outputEvent(Event("create_window", self.getOutPortName("ui"), [CANVAS_DIMS[0], CANVAS_DIMS[1], "Bouncing Balls Elevator", self.inports['field_ui']])) def _creating_canvas_enter(self): self.big_step.outputEvent(Event("create_canvas", self.getOutPortName("ui"), [self.window_id, CANVAS_DIMS[0], CANVAS_DIMS[1] - 150, {'background':'#fff'}, self.inports['field_ui']])) def _create_controls_create_buttons_create_a_button_enter(self): self.big_step.outputEventOM(Event("create_instance", None, [self, "button", "ElevatorButton", self.window_id, self.canvas_id, self.button_num - 1])) def _creating_window_0_exec(self, parameters): window_id = parameters[0] self.window_id = window_id self.big_step.outputEvent(Event("bind_event", self.getOutPortName("ui"), [window_id, ui.EVENTS.WINDOW_CLOSE, 'window_close', self.inports['field_ui']])) self.big_step.outputEvent(Event("bind_event", self.getOutPortName("ui"), [window_id, ui.EVENTS.KEY_PRESS, 'key_press', self.inports['field_ui']])) def _creating_canvas_0_exec(self, parameters): canvas_id = parameters[0] self.canvas_id = canvas_id def _create_floors_0_guard(self, parameters): return self.num_floors == FLOORS def _create_floors_1_exec(self, parameters): self.big_step.outputEventOM(Event("create_instance", None, [self, "floor", "Floor", self.canvas_id, self.num_floors])) self.num_floors += 1 def _create_floors_1_guard(self, parameters): return self.num_floors != FLOORS def _wait_0_exec(self, parameters): association_name = parameters[0] self.big_step.outputEventOM(Event("start_instance", None, [self, association_name])) def _create_controls_create_buttons_create_a_button_0_exec(self, parameters): association_name = parameters[0] self.big_step.outputEventOM(Event("start_instance", None, [self, association_name])) def _create_controls_create_buttons_check_next_0_exec(self, parameters): self.button_num -= 1 def _create_controls_create_buttons_check_next_0_guard(self, parameters): return self.button_num != 1 def _create_controls_create_buttons_check_next_1_guard(self, parameters): return self.button_num == 1 def _create_elevator_0_exec(self, parameters): self.big_step.outputEventOM(Event("create_instance", None, [self, "elevator", "Elevator", self.canvas_id])) def _creating_0_exec(self, parameters): association_name = parameters[0] self.big_step.outputEventOM(Event("start_instance", None, [self, association_name])) self.big_step.outputEventOM(Event("narrow_cast", None, [self, association_name, Event("set_association_name", None, [association_name, self.canvas_id, self.window_id])])) self.big_step.outputEventOM(Event("associate_instance", None, [self, 'floor', association_name])) def _running_0_exec(self, parameters): pos = parameters[0] dim = parameters[1] vel = parameters[2] self.big_step.outputEventOM(Event("broad_cast", None, [self, Event("update_elevator_bounds", None, [pos, dim, vel])])) def _running_1_exec(self, parameters): floor_number = parameters[0] self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'elevator', Event("move_elevator", None, [floor_number])])) def initializeStatechart(self): # enter default state self.default_targets = self.states["/creating_window"].getEffectiveTargetStates() RuntimeClassBase.initializeStatechart(self) class Floor(RuntimeClassBase): def __init__(self, controller, canvas_id, floor_num): RuntimeClassBase.__init__(self, controller) self.inports["floor_ui"] = controller.addInputPort("floor_ui", self) self.semantics.big_step_maximality = StatechartSemantics.TakeMany self.semantics.internal_event_lifeline = StatechartSemantics.Queue self.semantics.input_event_lifeline = StatechartSemantics.FirstComboStep self.semantics.priority = StatechartSemantics.SourceParent self.semantics.concurrency = StatechartSemantics.Single # build Statechart structure self.build_statechart_structure() # user defined attributes self.window_id = None self.canvas_id = None self.elevator_id = None # call user defined constructor Floor.user_defined_constructor(self, canvas_id, floor_num) def user_defined_constructor(self, canvas_id, floor_num): self.canvas_id = canvas_id; self.floor_num = floor_num; height = CANVAS_DIMS[1] - 150 y_dim = (height - ((FLOORS - 1) * FLOOR_SPACE)) / FLOORS self.dim = {'x': FLOOR_LENGTH, 'y': y_dim}; # start position from the bottom instead of from the top # self.pos = {'x': FLOOR_LENGTH / 2, 'y': (y_dim /2) + (self.floor_num * (y_dim + FLOOR_SPACE))}; self.pos = {'x': FLOOR_LENGTH / 2, 'y': height - (y_dim /2) - ( self.floor_num * (y_dim + FLOOR_SPACE) )}; def user_defined_destructor(self): pass # builds Statechart structure def build_statechart_structure(self): # state self.states[""] = State(0, "", self) # state /creating_floor self.states["/creating_floor"] = State(1, "/creating_floor", self) self.states["/creating_floor"].setEnter(self._creating_floor_enter) # state /running self.states["/running"] = State(2, "/running", self) # state /running/create_random_ball self.states["/running/create_random_ball"] = State(3, "/running/create_random_ball", self) self.states["/running/create_random_ball"].setEnter(self._running_create_random_ball_enter) self.states["/running/create_random_ball"].setExit(self._running_create_random_ball_exit) # state /running/wait self.states["/running/wait"] = State(4, "/running/wait", self) # add children self.states[""].addChild(self.states["/creating_floor"]) self.states[""].addChild(self.states["/running"]) self.states["/running"].addChild(self.states["/running/create_random_ball"]) self.states["/running"].addChild(self.states["/running/wait"]) self.states[""].fixTree() self.states[""].default_state = self.states["/creating_floor"] self.states["/running"].default_state = self.states["/running/create_random_ball"] # transition /creating_floor _creating_floor_0 = Transition(self, self.states["/creating_floor"], [self.states["/running"]]) _creating_floor_0.setTrigger(Event("rectangle_created", None)) self.states["/creating_floor"].addTransition(_creating_floor_0) # transition /running/create_random_ball _running_create_random_ball_0 = Transition(self, self.states["/running/create_random_ball"], [self.states["/running/wait"]]) _running_create_random_ball_0.setAction(self._running_create_random_ball_0_exec) _running_create_random_ball_0.setTrigger(Event("_0after")) self.states["/running/create_random_ball"].addTransition(_running_create_random_ball_0) # transition /running/wait _running_wait_0 = Transition(self, self.states["/running/wait"], [self.states["/running/create_random_ball"]]) _running_wait_0.setAction(self._running_wait_0_exec) _running_wait_0.setTrigger(Event("instance_created", None)) self.states["/running/wait"].addTransition(_running_wait_0) def _creating_floor_enter(self): self.big_step.outputEvent(Event("create_rectangle", self.getOutPortName("ui"), [self.canvas_id, self.pos['x'], self.pos['y'], self.dim['x'], self.dim['y'], {'fill':'white', 'outline': 'black'}, self.inports['floor_ui']])) def _running_create_random_ball_enter(self): self.addTimer(0, random.randint(2, 10)) def _running_create_random_ball_exit(self): self.removeTimer(0) def _running_create_random_ball_0_exec(self, parameters): self.big_step.outputEventOM(Event("create_instance", None, [self, "balls", "Ball", self.canvas_id, self.floor_num, 10, self.pos['y']])) def _running_wait_0_exec(self, parameters): association_name = parameters[0] self.big_step.outputEventOM(Event("start_instance", None, [self, association_name])) self.big_step.outputEventOM(Event("narrow_cast", None, [self, association_name, Event("set_association_name", None, [association_name])])) def initializeStatechart(self): # enter default state self.default_targets = self.states["/creating_floor"].getEffectiveTargetStates() RuntimeClassBase.initializeStatechart(self) class ElevatorButton(RuntimeClassBase): def __init__(self, controller, window_id, canvas_id, number): RuntimeClassBase.__init__(self, controller) self.inports["button_ui"] = controller.addInputPort("button_ui", self) self.semantics.big_step_maximality = StatechartSemantics.TakeMany self.semantics.internal_event_lifeline = StatechartSemantics.Queue self.semantics.input_event_lifeline = StatechartSemantics.FirstComboStep self.semantics.priority = StatechartSemantics.SourceParent self.semantics.concurrency = StatechartSemantics.Single # build Statechart structure self.build_statechart_structure() # call user defined constructor ElevatorButton.user_defined_constructor(self, window_id, canvas_id, number) def user_defined_constructor(self, window_id, canvas_id, number): self.window_id = window_id; self.canvas_id = canvas_id; self.button_id = None; self.dim = {'x': 120, 'y': (50 + (FLOORS * 30))} self.pos = {'x': CANVAS_DIMS[0] - ((self.dim['x'] / 2) + 10), 'y': (self.dim['y'] / 2) + 10} self.r = 10 self.number = number; def user_defined_destructor(self): pass # builds Statechart structure def build_statechart_structure(self): # state self.states[""] = State(0, "", self) # state /creating self.states["/creating"] = State(1, "/creating", self) self.states["/creating"].setEnter(self._creating_enter) # state /running self.states["/running"] = State(2, "/running", self) # add children self.states[""].addChild(self.states["/creating"]) self.states[""].addChild(self.states["/running"]) self.states[""].fixTree() self.states[""].default_state = self.states["/creating"] # transition /creating _creating_0 = Transition(self, self.states["/creating"], [self.states["/running"]]) _creating_0.setAction(self._creating_0_exec) _creating_0.setTrigger(Event("button_created", None)) self.states["/creating"].addTransition(_creating_0) # transition /running _running_0 = Transition(self, self.states["/running"], [self.states["/running"]]) _running_0.setAction(self._running_0_exec) _running_0.setTrigger(Event("mouse_click", self.getInPortName("button_ui"))) _running_0.setGuard(self._running_0_guard) self.states["/running"].addTransition(_running_0) def _creating_enter(self): self.big_step.outputEvent(Event("create_button", self.getOutPortName("ui"), [self.window_id, self.number, self.inports['button_ui']])) def _creating_0_exec(self, parameters): button_id = parameters[0] self.button_id = button_id self.big_step.outputEvent(Event("bind_event", self.getOutPortName("ui"), [button_id, ui.EVENTS.MOUSE_CLICK, "mouse_click", self.inports['button_ui']])) def _running_0_exec(self, parameters): x = parameters[0] y = parameters[1] button = parameters[2] self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'parent', Event("button_pressed", None, [self.number])])) def _running_0_guard(self, parameters): x = parameters[0] y = parameters[1] button = parameters[2] return button == ui.MOUSE_BUTTONS.LEFT def initializeStatechart(self): # enter default state self.default_targets = self.states["/creating"].getEffectiveTargetStates() RuntimeClassBase.initializeStatechart(self) class Elevator(RuntimeClassBase): def __init__(self, controller, canvas_id): RuntimeClassBase.__init__(self, controller) self.inports["elevator_ui"] = controller.addInputPort("elevator_ui", self) self.semantics.big_step_maximality = StatechartSemantics.TakeMany self.semantics.internal_event_lifeline = StatechartSemantics.Queue self.semantics.input_event_lifeline = StatechartSemantics.FirstComboStep self.semantics.priority = StatechartSemantics.SourceParent self.semantics.concurrency = StatechartSemantics.Single # build Statechart structure self.build_statechart_structure() # user defined attributes self.window_id = None self.canvas_id = None self.elevator_id = None # call user defined constructor Elevator.user_defined_constructor(self, canvas_id) def user_defined_constructor(self, canvas_id): self.canvas_id = canvas_id; height = CANVAS_DIMS[1] - 150 elevator_height = (height - ((FLOORS - 1) * FLOOR_SPACE)) / FLOORS self.dim = {'x': elevator_height, 'y': elevator_height}; self.vel = -2; self.current_floor = 0; self.pos = {'x': FLOOR_LENGTH + (elevator_height / 2), 'y': (height - (elevator_height / 2))}; self.next_pos = {'x': FLOOR_LENGTH / 2, 'y': None}; self.smooth = 0.6; # value between 0 and 1 def user_defined_destructor(self): pass # builds Statechart structure def build_statechart_structure(self): # state self.states[""] = State(0, "", self) # state /root self.states["/root"] = State(1, "/root", self) # state /root/waiting self.states["/root/waiting"] = State(2, "/root/waiting", self) # state /root/creating_elevator self.states["/root/creating_elevator"] = State(3, "/root/creating_elevator", self) self.states["/root/creating_elevator"].setEnter(self._root_creating_elevator_enter) # state /root/running self.states["/root/running"] = State(4, "/root/running", self) # state /root/running/idle self.states["/root/running/idle"] = State(5, "/root/running/idle", self) self.states["/root/running/idle"].setEnter(self._root_running_idle_enter) # state /root/running/move self.states["/root/running/move"] = State(6, "/root/running/move", self) self.states["/root/running/move"].setEnter(self._root_running_move_enter) self.states["/root/running/move"].setExit(self._root_running_move_exit) # add children self.states[""].addChild(self.states["/root"]) self.states["/root"].addChild(self.states["/root/waiting"]) self.states["/root"].addChild(self.states["/root/creating_elevator"]) self.states["/root"].addChild(self.states["/root/running"]) self.states["/root/running"].addChild(self.states["/root/running/idle"]) self.states["/root/running"].addChild(self.states["/root/running/move"]) self.states[""].fixTree() self.states[""].default_state = self.states["/root"] self.states["/root"].default_state = self.states["/root/waiting"] self.states["/root/running"].default_state = self.states["/root/running/idle"] # transition /root/waiting _root_waiting_0 = Transition(self, self.states["/root/waiting"], [self.states["/root/creating_elevator"]]) _root_waiting_0.setAction(self._root_waiting_0_exec) _root_waiting_0.setTrigger(Event("set_association_name", None)) self.states["/root/waiting"].addTransition(_root_waiting_0) # transition /root/creating_elevator _root_creating_elevator_0 = Transition(self, self.states["/root/creating_elevator"], [self.states["/root/running"]]) _root_creating_elevator_0.setAction(self._root_creating_elevator_0_exec) _root_creating_elevator_0.setTrigger(Event("rectangle_created", None)) self.states["/root/creating_elevator"].addTransition(_root_creating_elevator_0) # transition /root/running/idle _root_running_idle_0 = Transition(self, self.states["/root/running/idle"], [self.states["/root/running/move"]]) _root_running_idle_0.setAction(self._root_running_idle_0_exec) _root_running_idle_0.setTrigger(Event("move_elevator", None)) self.states["/root/running/idle"].addTransition(_root_running_idle_0) # transition /root/running/move _root_running_move_0 = Transition(self, self.states["/root/running/move"], [self.states["/root/running/move"]]) _root_running_move_0.setAction(self._root_running_move_0_exec) _root_running_move_0.setTrigger(Event("_0after")) self.states["/root/running/move"].addTransition(_root_running_move_0) _root_running_move_1 = Transition(self, self.states["/root/running/move"], [self.states["/root/running/idle"]]) _root_running_move_1.setAction(self._root_running_move_1_exec) _root_running_move_1.setTrigger(None) _root_running_move_1.setGuard(self._root_running_move_1_guard) self.states["/root/running/move"].addTransition(_root_running_move_1) def _root_creating_elevator_enter(self): self.big_step.outputEvent(Event("create_rectangle", self.getOutPortName("ui"), [self.canvas_id, self.pos['x'], self.pos['y'], self.dim['x'], self.dim['y'], {'fill':'white', 'outline': 'black'}, self.inports['elevator_ui']])) def _root_running_idle_enter(self): self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'parent', Event("update_bounds", None, [self.pos, self.dim, self.vel])])) def _root_running_move_enter(self): self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'parent', Event("update_bounds", None, [self.pos, self.dim, self.vel])])) self.addTimer(0, 0.02) def _root_running_move_exit(self): self.removeTimer(0) def _root_waiting_0_exec(self, parameters): association_name = parameters[0] canvas_id = parameters[1] window_id = parameters[2] self.association_name = association_name self.canvas_id = canvas_id self.window_id = window_id def _root_creating_elevator_0_exec(self, parameters): canvas_id = parameters[0] rect_id = parameters[1] self.elevator_id = rect_id def _root_running_idle_0_exec(self, parameters): floor_number = parameters[0] if self.current_floor < floor_number: self.vel = -2 else: self.vel = 2 self.current_floor = floor_number height = (CANVAS_DIMS[1] - 150) y_dim = (height - ((FLOORS - 1) * FLOOR_SPACE)) / FLOORS self.next_pos['y'] = height - (y_dim /2) - (self.current_floor * (y_dim + FLOOR_SPACE)); def _root_running_move_0_exec(self, parameters): self.big_step.outputEvent(Event("set_element_pos", self.getOutPortName("ui"), [self.canvas_id, self.elevator_id, self.pos['x'], self.pos['y']])) self.pos['y'] += self.vel def _root_running_move_1_exec(self, parameters): self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'parent', Event("open_elevator", None, [])])) def _root_running_move_1_guard(self, parameters): return (self.vel > 0 and self.pos['y'] > self.next_pos['y']) or (self.vel < 0 and self.pos['y'] < self.next_pos['y']) def initializeStatechart(self): # enter default state self.default_targets = self.states["/root"].getEffectiveTargetStates() RuntimeClassBase.initializeStatechart(self) class Ball(RuntimeClassBase): def __init__(self, controller, canvas_id, floor_num, x, y): RuntimeClassBase.__init__(self, controller) self.inports["ball_ui"] = controller.addInputPort("ball_ui", self) self.semantics.big_step_maximality = StatechartSemantics.TakeMany self.semantics.internal_event_lifeline = StatechartSemantics.Queue self.semantics.input_event_lifeline = StatechartSemantics.FirstComboStep self.semantics.priority = StatechartSemantics.SourceParent self.semantics.concurrency = StatechartSemantics.Single # build Statechart structure self.build_statechart_structure() # user defined attributes self.canvas_id = None self.pos = None # call user defined constructor Ball.user_defined_constructor(self, canvas_id, floor_num, x, y) def user_defined_constructor(self, canvas_id, floor_num, x, y): self.canvas_id = canvas_id; self.floor_num = floor_num; self.elevator_floor = 0; self.elevator_open = True; self.r = 5.0; self.vel = {'x': random.uniform(-5.0, 5.0), 'y': random.uniform(-5.0, 5.0)}; self.pos = {'x': x, 'y': y}; self.smooth = 0.6; # value between 0 and 1 def user_defined_destructor(self): pass # builds Statechart structure def build_statechart_structure(self): # state self.states[""] = State(0, "", self) # state /main_behaviour self.states["/main_behaviour"] = State(1, "/main_behaviour", self) # state /main_behaviour/initializing self.states["/main_behaviour/initializing"] = State(2, "/main_behaviour/initializing", self) # state /main_behaviour/creating_circle self.states["/main_behaviour/creating_circle"] = State(3, "/main_behaviour/creating_circle", self) self.states["/main_behaviour/creating_circle"].setEnter(self._main_behaviour_creating_circle_enter) # state /main_behaviour/bouncing self.states["/main_behaviour/bouncing"] = State(4, "/main_behaviour/bouncing", self) self.states["/main_behaviour/bouncing"].setEnter(self._main_behaviour_bouncing_enter) self.states["/main_behaviour/bouncing"].setExit(self._main_behaviour_bouncing_exit) # state /main_behaviour/ball_delete self.states["/main_behaviour/ball_delete"] = State(5, "/main_behaviour/ball_delete", self) # state /deleted self.states["/deleted"] = State(6, "/deleted", self) # add children self.states[""].addChild(self.states["/main_behaviour"]) self.states[""].addChild(self.states["/deleted"]) self.states["/main_behaviour"].addChild(self.states["/main_behaviour/initializing"]) self.states["/main_behaviour"].addChild(self.states["/main_behaviour/creating_circle"]) self.states["/main_behaviour"].addChild(self.states["/main_behaviour/bouncing"]) self.states["/main_behaviour"].addChild(self.states["/main_behaviour/ball_delete"]) self.states[""].fixTree() self.states[""].default_state = self.states["/main_behaviour"] self.states["/main_behaviour"].default_state = self.states["/main_behaviour/initializing"] # transition /main_behaviour/initializing _main_behaviour_initializing_0 = Transition(self, self.states["/main_behaviour/initializing"], [self.states["/main_behaviour/creating_circle"]]) _main_behaviour_initializing_0.setAction(self._main_behaviour_initializing_0_exec) _main_behaviour_initializing_0.setTrigger(Event("set_association_name", None)) self.states["/main_behaviour/initializing"].addTransition(_main_behaviour_initializing_0) # transition /main_behaviour/creating_circle _main_behaviour_creating_circle_0 = Transition(self, self.states["/main_behaviour/creating_circle"], [self.states["/main_behaviour/bouncing"]]) _main_behaviour_creating_circle_0.setAction(self._main_behaviour_creating_circle_0_exec) _main_behaviour_creating_circle_0.setTrigger(Event("circle_created", None)) self.states["/main_behaviour/creating_circle"].addTransition(_main_behaviour_creating_circle_0) # transition /main_behaviour/bouncing _main_behaviour_bouncing_0 = Transition(self, self.states["/main_behaviour/bouncing"], [self.states["/main_behaviour/bouncing"]]) _main_behaviour_bouncing_0.setAction(self._main_behaviour_bouncing_0_exec) _main_behaviour_bouncing_0.setTrigger(Event("_0after")) self.states["/main_behaviour/bouncing"].addTransition(_main_behaviour_bouncing_0) _main_behaviour_bouncing_1 = Transition(self, self.states["/main_behaviour/bouncing"], [self.states["/main_behaviour/bouncing"]]) _main_behaviour_bouncing_1.setAction(self._main_behaviour_bouncing_1_exec) _main_behaviour_bouncing_1.setTrigger(Event("open_elevator", None)) self.states["/main_behaviour/bouncing"].addTransition(_main_behaviour_bouncing_1) _main_behaviour_bouncing_2 = Transition(self, self.states["/main_behaviour/bouncing"], [self.states["/main_behaviour/ball_delete"]]) _main_behaviour_bouncing_2.setTrigger(None) _main_behaviour_bouncing_2.setGuard(self._main_behaviour_bouncing_2_guard) self.states["/main_behaviour/bouncing"].addTransition(_main_behaviour_bouncing_2) _main_behaviour_bouncing_3 = Transition(self, self.states["/main_behaviour/bouncing"], [self.states["/main_behaviour/bouncing"]]) _main_behaviour_bouncing_3.setAction(self._main_behaviour_bouncing_3_exec) _main_behaviour_bouncing_3.setTrigger(Event("update_elevator_bounds", None)) self.states["/main_behaviour/bouncing"].addTransition(_main_behaviour_bouncing_3) # transition /main_behaviour/ball_delete _main_behaviour_ball_delete_0 = Transition(self, self.states["/main_behaviour/ball_delete"], [self.states["/deleted"]]) _main_behaviour_ball_delete_0.setAction(self._main_behaviour_ball_delete_0_exec) _main_behaviour_ball_delete_0.setTrigger(Event("delete_self", None)) self.states["/main_behaviour/ball_delete"].addTransition(_main_behaviour_ball_delete_0) def _main_behaviour_creating_circle_enter(self): self.big_step.outputEvent(Event("create_circle", self.getOutPortName("ui"), [self.canvas_id, self.pos['x'], self.pos['y'], self.r, {'fill':'#000'}, self.inports['ball_ui']])) def _main_behaviour_bouncing_enter(self): self.addTimer(0, 0.02) def _main_behaviour_bouncing_exit(self): self.removeTimer(0) def _main_behaviour_initializing_0_exec(self, parameters): association_name = parameters[0] self.association_name = association_name def _main_behaviour_creating_circle_0_exec(self, parameters): canvas_id = parameters[0] circle_id = parameters[1] self.circle_id = circle_id def _main_behaviour_bouncing_0_exec(self, parameters): if self.floor_num == -1: pass """ if self.pos['x'] - self.r < self.rect_pos['x'] - (self.rect_dim['x'] / 2): if self.elevator_open: self.floor_num = self.elevator_floor else: self.pos['x'] = self.rect_pos['x'] - (self.rect_dim['x'] / 2) + self.r self.vel['x'] = -self.vel['x'] elif self.pos['x'] + self.r > self.rect_pos['x'] + (self.rect_dim['x'] / 2): self.pos['x'] = self.rect_pos['x'] + (self.rect_dim['x'] / 2) - self.r self.vel['x'] = -self.vel['x'] # Check collision with the top and bottom borders if self.pos['y'] - self.r < self.rect_pos['y'] - (self.rect_dim['y'] / 2): self.pos['y'] = self.rect_pos['y'] - (self.rect_dim['y'] / 2) + self.r self.vel['y'] = -self.vel['y'] + self.rect_vel elif self.pos['y'] + self.r > self.rect_pos['y'] + (self.rect_dim['y'] / 2): self.pos['y'] = self.rect_pos['y'] + (self.rect_dim['y'] / 2) - self.r self.vel['y'] = -self.vel['y'] + self.rect_vel """ else: floor_height = ((CANVAS_DIMS[1] - 150) - ((FLOORS - 1) * FLOOR_SPACE)) / FLOORS floor_dim = {'x': FLOOR_LENGTH, 'y': floor_height}; floor_pos = {'x': FLOOR_LENGTH / 2, 'y': (CANVAS_DIMS[1] - 150) - (floor_height /2) - ( self.floor_num * (floor_height + FLOOR_SPACE) )}; if self.pos['x'] - self.r < floor_pos['x'] - (floor_dim['x'] / 2): self.pos['x'] = floor_pos['x'] - (floor_dim['x'] / 2) + self.r self.vel['x'] = -self.vel['x'] elif self.pos['x'] + self.r > floor_pos['x'] + (floor_dim['x'] / 2): if self.elevator_open and (self.elevator_floor == self.floor_num): self.floor_num = -1 else: self.pos['x'] = floor_pos['x'] + (floor_dim['x'] / 2) - self.r self.vel['x'] = -self.vel['x'] # Check collision with the top and bottom borders if self.pos['y'] - self.r < floor_pos['y'] - (floor_dim['y'] / 2): self.pos['y'] = floor_pos['y'] - (floor_dim['y'] / 2) + self.r self.vel['y'] = -self.vel['y'] elif self.pos['y'] + self.r > floor_pos['y'] + (floor_dim['y'] / 2): self.pos['y'] = floor_pos['y'] + (floor_dim['y'] / 2) - self.r # Correct position self.vel['y'] = -self.vel['y'] self.big_step.outputEvent(Event("move_element", self.getOutPortName("ui"), [self.canvas_id, self.circle_id, self.vel['x'], self.vel['y']])) self.pos['x'] += self.vel['x'] self.pos['y'] += self.vel['y'] def _main_behaviour_bouncing_1_exec(self, parameters): self.elevator_open = True def _main_behaviour_bouncing_2_guard(self, parameters): return self.pos['x'] - self.r < 2 def _main_behaviour_bouncing_3_exec(self, parameters): pos = parameters[0] dim = parameters[1] vel = parameters[2] self.rect_pos = pos self.rect_dim = dim self.rect_vel = vel self.elevator_open = False def _main_behaviour_ball_delete_0_exec(self, parameters): self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'floor', Event("delete_ball", None, [self.association_name])])) self.big_step.outputEvent(Event("destroy_element", self.getOutPortName("ui"), [self.canvas_id, self.circle_id])) def initializeStatechart(self): # enter default state self.default_targets = self.states["/main_behaviour"].getEffectiveTargetStates() RuntimeClassBase.initializeStatechart(self) class ObjectManager(ObjectManagerBase): def __init__(self, controller): ObjectManagerBase.__init__(self, controller) def instantiate(self, class_name, construct_params): if class_name == "MainApp": instance = MainApp(self.controller) instance.associations = {} instance.associations["floor"] = Association("Floor", 2, -1) instance.associations["button"] = Association("ElevatorButton", 0, -1) instance.associations["elevator"] = Association("Elevator", 1, 1) elif class_name == "Floor": instance = Floor(self.controller, construct_params[0], construct_params[1]) instance.associations = {} instance.associations["parent"] = Association("MainApp", 1, 1) instance.associations["balls"] = Association("Ball", 0, -1) elif class_name == "ElevatorButton": instance = ElevatorButton(self.controller, construct_params[0], construct_params[1], construct_params[2]) instance.associations = {} instance.associations["parent"] = Association("MainApp", 1, 1) elif class_name == "Elevator": instance = Elevator(self.controller, construct_params[0]) instance.associations = {} instance.associations["floors"] = Association("Floor", 0, -1) instance.associations["parent"] = Association("MainApp", 1, 1) elif class_name == "Ball": instance = Ball(self.controller, construct_params[0], construct_params[1], construct_params[2], construct_params[3]) instance.associations = {} instance.associations["parent"] = Association("MainApp", 1, 1) else: raise Exception("Cannot instantiate class " + class_name) return instance class Controller(EventLoopControllerBase): def __init__(self, event_loop_callbacks, finished_callback = None, behind_schedule_callback = None): if finished_callback == None: finished_callback = None if behind_schedule_callback == None: behind_schedule_callback = None EventLoopControllerBase.__init__(self, ObjectManager(self), event_loop_callbacks, finished_callback, behind_schedule_callback) self.addInputPort("ui") self.addOutputPort("ui") self.object_manager.createInstance("MainApp", [])