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- """
- 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 = 4
- # 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
-
- def user_defined_destructor(self):
- pass
-
-
- # builds Statechart structure
- def build_statechart_structure(self):
-
- # state <root>
- 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_elevator
- self.states["/create_elevator"] = State(5, "/create_elevator", self)
-
- # state /creating
- self.states["/creating"] = State(6, "/creating", self)
-
- # state /waiting
- self.states["/waiting"] = State(7, "/waiting", 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_elevator"])
- self.states[""].addChild(self.states["/creating"])
- self.states[""].addChild(self.states["/waiting"])
- self.states[""].fixTree()
- self.states[""].default_state = self.states["/creating_window"]
-
- # 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_elevator"]])
- _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_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["/waiting"]])
- _creating_0.setAction(self._creating_0_exec)
- _creating_0.setTrigger(Event("instance_created", None))
- self.states["/creating"].addTransition(_creating_0)
-
- 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] - 200, {'background':'#fff'}, self.inports['field_ui']]))
-
- 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_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])]))
-
- 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;
-
- y_dim = (CANVAS_DIMS[1] - ((FLOORS - 1) * FLOOR_SPACE)) / FLOORS
-
- self.dim = {'x': FLOOR_LENGTH, 'y': y_dim};
- self.pos = {'x': FLOOR_LENGTH / 2, 'y': (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 <root>
- 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 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;
- self.button_ids = {
- 'up': None,
- 'down': None,
- 'open': None
- };
- self.open_button = None;
- self.is_open = False;
-
- elevator_height = (CANVAS_DIMS[1] - ((FLOORS - 1) * FLOOR_SPACE)) / FLOORS
-
- self.dim = {'x': elevator_height, 'y': elevator_height};
- self.vel = {'x': 0, 'y': -2};
- self.pos = {'x': FLOOR_LENGTH + (elevator_height / 2), 'y': 75};
- self.smooth = 0.6; # value between 0 and 1
-
- def user_defined_destructor(self):
- pass
-
-
- # builds Statechart structure
- def build_statechart_structure(self):
-
- # state <root>
- 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)
- self.states["/root/running"].setEnter(self._root_running_enter)
- self.states["/root/running"].setExit(self._root_running_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[""].fixTree()
- self.states[""].default_state = self.states["/root"]
- self.states["/root"].default_state = self.states["/root/waiting"]
-
- # 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
- _root_running_0 = Transition(self, self.states["/root/running"], [self.states["/root/running"]])
- _root_running_0.setAction(self._root_running_0_exec)
- _root_running_0.setTrigger(Event("_0after"))
- self.states["/root/running"].addTransition(_root_running_0)
- _root_running_1 = Transition(self, self.states["/root/running"], [self.states["/root/running"]])
- _root_running_1.setAction(self._root_running_1_exec)
- _root_running_1.setTrigger(Event("right_click", self.getInPortName("elevator_ui")))
- self.states["/root/running"].addTransition(_root_running_1)
- _root_running_2 = Transition(self, self.states["/root/running"], [self.states["/root/running"]])
- _root_running_2.setAction(self._root_running_2_exec)
- _root_running_2.setTrigger(Event("instance_created", None))
- self.states["/root/running"].addTransition(_root_running_2)
-
- 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_enter(self):
- self.addTimer(0, 0.02)
-
- def _root_running_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
- self.big_step.outputEvent(Event("bind_event", self.getOutPortName("ui"), [canvas_id, ui.EVENTS.MOUSE_RIGHT_CLICK, 'right_click', self.inports['elevator_ui']]))
-
- def _root_running_0_exec(self, parameters):
- # Invert velocity when colliding with canvas border:
- if self.pos['y']-(self.dim['y']/2) <= 0 or self.pos['y']+(self.dim['y']/2) >= CANVAS_DIMS[1]:
- self.vel['y'] = -self.vel['y'];
- self.big_step.outputEvent(Event("move_element", self.getOutPortName("ui"), [self.canvas_id, self.elevator_id, self.vel['x'], self.vel['y']]))
- self.pos['x'] += self.vel['x']
- self.pos['y'] += self.vel['y']
- self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'balls', Event("update_bounds", None, [self.pos, self.dim, self.vel])]))
-
- def _root_running_1_exec(self, parameters):
- x = parameters[0]
- y = parameters[1]
- button = parameters[2]
- self.big_step.outputEventOM(Event("create_instance", None, [self, "balls", "Ball", self.canvas_id, -1, x, y]))
-
- def _root_running_2_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["/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.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 <root>
- 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/dragging
- self.states["/main_behaviour/dragging"] = State(5, "/main_behaviour/dragging", self)
-
- # state /main_behaviour/selected
- self.states["/main_behaviour/selected"] = State(6, "/main_behaviour/selected", self)
-
- # state /deleted
- self.states["/deleted"] = State(7, "/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/dragging"])
- self.states["/main_behaviour"].addChild(self.states["/main_behaviour/selected"])
- 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(None)
- _main_behaviour_bouncing_1.setGuard(self._main_behaviour_bouncing_1_guard)
- 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/selected"]])
- _main_behaviour_bouncing_2.setAction(self._main_behaviour_bouncing_2_exec)
- _main_behaviour_bouncing_2.setTrigger(Event("mouse_press", self.getInPortName("ball_ui")))
- _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_bounds", None))
- self.states["/main_behaviour/bouncing"].addTransition(_main_behaviour_bouncing_3)
-
- # transition /main_behaviour/dragging
- _main_behaviour_dragging_0 = Transition(self, self.states["/main_behaviour/dragging"], [self.states["/main_behaviour/dragging"]])
- _main_behaviour_dragging_0.setAction(self._main_behaviour_dragging_0_exec)
- _main_behaviour_dragging_0.setTrigger(Event("mouse_move", self.getInPortName("ball_ui")))
- self.states["/main_behaviour/dragging"].addTransition(_main_behaviour_dragging_0)
- _main_behaviour_dragging_1 = Transition(self, self.states["/main_behaviour/dragging"], [self.states["/main_behaviour/bouncing"]])
- _main_behaviour_dragging_1.setAction(self._main_behaviour_dragging_1_exec)
- _main_behaviour_dragging_1.setTrigger(Event("mouse_release", self.getInPortName("ball_ui")))
- self.states["/main_behaviour/dragging"].addTransition(_main_behaviour_dragging_1)
-
- # transition /main_behaviour/selected
- _main_behaviour_selected_0 = Transition(self, self.states["/main_behaviour/selected"], [self.states["/main_behaviour/dragging"]])
- _main_behaviour_selected_0.setAction(self._main_behaviour_selected_0_exec)
- _main_behaviour_selected_0.setTrigger(Event("mouse_press", self.getInPortName("ball_ui")))
- _main_behaviour_selected_0.setGuard(self._main_behaviour_selected_0_guard)
- self.states["/main_behaviour/selected"].addTransition(_main_behaviour_selected_0)
- _main_behaviour_selected_1 = Transition(self, self.states["/main_behaviour/selected"], [self.states["/deleted"]])
- _main_behaviour_selected_1.setAction(self._main_behaviour_selected_1_exec)
- _main_behaviour_selected_1.setTrigger(Event("delete_self", None))
- self.states["/main_behaviour/selected"].addTransition(_main_behaviour_selected_1)
-
- 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
- self.big_step.outputEvent(Event("bind_canvas_event", self.getOutPortName("ui"), [self.canvas_id, circle_id, ui.EVENTS.MOUSE_PRESS, 'mouse_press', self.inports['ball_ui']]))
- self.big_step.outputEvent(Event("bind_canvas_event", self.getOutPortName("ui"), [self.canvas_id, circle_id, ui.EVENTS.MOUSE_MOVE, 'mouse_move', self.inports['ball_ui']]))
- self.big_step.outputEvent(Event("bind_canvas_event", self.getOutPortName("ui"), [self.canvas_id, circle_id, ui.EVENTS.MOUSE_RELEASE, 'mouse_release', self.inports['ball_ui']]))
-
- def _main_behaviour_bouncing_0_exec(self, parameters):
- if self.floor_num == -1:
- if 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 # Correct position
- self.vel['x'] = -self.vel['x'] + self.rect_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 # Correct position
- self.vel['x'] = -self.vel['x'] + self.rect_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 # Correct position
- self.vel['y'] = -self.vel['y'] + self.rect_vel['y']
- 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 # Correct position
- self.vel['y'] = -self.vel['y'] + self.rect_vel['y']
- else:
- floor_height = (CANVAS_DIMS[1] - ((FLOORS - 1) * FLOOR_SPACE)) / FLOORS
- floor_dim = {'x': FLOOR_LENGTH, 'y': floor_height};
- floor_pos = {'x': FLOOR_LENGTH / 2, 'y': (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 # Correct position
- self.vel['x'] = -self.vel['x']
- elif self.pos['x'] + self.r > floor_pos['x'] + (floor_dim['x'] / 2):
- self.pos['x'] = floor_pos['x'] + (floor_dim['x'] / 2) - self.r # Correct position
- 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 # Correct position
- 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.big_step.outputEvent(Event("destroy_element", self.getOutPortName("ui"), [self.canvas_id, self.element_id]))
-
- def _main_behaviour_bouncing_1_guard(self, parameters):
- return self.pos['x'] - self.r == 6
-
- def _main_behaviour_bouncing_2_exec(self, parameters):
- x = parameters[0]
- y = parameters[1]
- button = parameters[2]
- self.big_step.outputEvent(Event("set_element_color", self.getOutPortName("ui"), [self.canvas_id, self.circle_id, '#ff0']))
-
- def _main_behaviour_bouncing_2_guard(self, parameters):
- x = parameters[0]
- y = parameters[1]
- button = parameters[2]
- return button == ui.MOUSE_BUTTONS.LEFT
-
- 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
-
- def _main_behaviour_dragging_0_exec(self, parameters):
- x = parameters[0]
- y = parameters[1]
- button = parameters[2]
- # Always keep ball within canvas:
- x = min(max(0+self.r, x), CANVAS_DIMS[0]-self.r)
- y = min(max(0+self.r, y), CANVAS_DIMS[1]-self.r)
-
- dx = x - self.pos['x']
- dy = y - self.pos['y']
-
- self.vel = {
- 'x': (1-self.smooth)*dx + self.smooth*self.vel['x'],
- 'y': (1-self.smooth)*dy + self.smooth*self.vel['y']
- }
-
- self.pos = {'x': x, 'y': y}
- self.big_step.outputEvent(Event("set_element_pos", self.getOutPortName("ui"), [self.canvas_id, self.circle_id, x-self.r, y-self.r]))
-
- def _main_behaviour_dragging_1_exec(self, parameters):
- x = parameters[0]
- y = parameters[1]
- self.big_step.outputEvent(Event("set_element_color", self.getOutPortName("ui"), [self.canvas_id, self.circle_id, '#f00']))
-
- def _main_behaviour_selected_0_exec(self, parameters):
- x = parameters[0]
- y = parameters[1]
- button = parameters[2]
- self.mouse_pos = {'x':x, 'y':y};
-
- def _main_behaviour_selected_0_guard(self, parameters):
- x = parameters[0]
- y = parameters[1]
- button = parameters[2]
- return button == ui.MOUSE_BUTTONS.LEFT
-
- def _main_behaviour_selected_1_exec(self, parameters):
- self.big_step.outputEventOM(Event("narrow_cast", None, [self, 'parent', Event("delete_ball", None, [self.association_name])]))
- self.big_step.outputEvent(Event("destroy_element", self.getOutPortName("ui"), [self.canvas_id, self.element_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["elevator"] = Association("Elevator", 1, 1)
- elif class_name == "Floor":
- instance = Floor(self.controller, construct_params[0], construct_params[1])
- instance.associations = {}
- instance.associations["balls"] = Association("Ball", 0, -1)
- instance.associations["parent"] = Association("MainApp", 1, 1)
- elif class_name == "Elevator":
- instance = Elevator(self.controller, construct_params[0])
- instance.associations = {}
- instance.associations["balls"] = Association("Ball", 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", [])
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