[NEM] ''26 Mar 2003'' - Here is a little game I've started putting together to simulate the game of pool. I might also make it so you can play snooker or billiards, or one of the other pool variations. This is just the beginnings, as I try to get it all working. Most of the physics has been taken from [Colliding Balls], with a bit extra (friction, etc) added by me. The physics I've added is not particularly true to nature, but it is reasonably realistic, and easy to calculate. Any suggestions, bug fixes, etc much appreciated. Please remember, though, that this is still a work in progress. This is 8-ball pool, using the rules at the English Pool Association: http://www.epa.org.uk/wrules.htm , although I haven't done much to implement those rules yet. I am going to try and create an abstract way to enter the rules, so that it can be adapted for different games easily (you can already specify the initial layout of the balls at start). Oh, yes - almost forgot to tell you how to play: At the start click anywhere below the white line to place the cue ball. Then click on the table to take a shot - the cue ball will move towards where you clicked. The longer you hold down the mouse the more force behind the shot. If you pot the cue ball click below the line again to replace it on the table. '''Known Issues''' * Copying and pasting this into a tclsh from this page gave weird results, with the collision detection not working at all. If this happens to you, save the text into a file and then run that. Not sure what has caused this. * The score boxes to the right never change! Not implemented yet. * Sometimes (particularly if you hit really hard) the cue ball passes straight through the other balls. This is because of the collision detection algorithm used. I'm gonna say this is a feature, as [DKF] said in the chatroom that I'd be done when you could get the cue ball to jump balls for a trick shot ;) Also, if any of the balls are moving fast enough they can pass through the cushions! ---- #!/bin/sh # Next line restarts with Tcl \ exec tclsh "$0" ${1+"$@"} # TkPool -- # # A "simple" simulation of the game of Pool using Tcl/Tk. Based on the ideas # and code from Colliding Balls: http://wiki.tcl.tk/8573 by David Easton. package require Tcl 8.4 package require Tk 8.4 namespace eval tkpool { # List of created balls variable balls {} # Unique id for creating balls variable uniqueid 0 # Mapping from id to name variable id2name variable radius 10 variable mass 10 # The friction coefficient of the surface variable fcoefficient 0.01 # The dimensions of the main window - reduce this number to reduce size of # the table and balls variable scale 1.0 set radius [expr {$radius * $scale}] namespace export ball } # Representation of state associated with a ball proc tkpool::ball {canvas xpos ypos mass colour} { variable balls variable uniqueid variable radius variable id2name # Create a unique name for this ball set name "ball[incr uniqueid]" lappend balls $name # And a command to access it from interp alias {} ::$name {} ::tkpool::ball_cmd $name # Create the state of this ball variable $name upvar 0 $name state set state(pos) [list $xpos $ypos] set state(vel) [list 0.0 0.0] set state(mass) $mass set state(colour) $colour set x1 [expr {$xpos - $radius}] set x2 [expr {$xpos + $radius}] set y1 [expr {$ypos - $radius}] set y2 [expr {$ypos + $radius}] set state(id) [$canvas create oval $x1 $y1 $x2 $y2 \ -outline black -fill $colour -tags [list $name ball]] set id $state(id) set id2name($id) $name } proc tkpool::ball_cmd {name cmd args} { variable balls variable $name upvar 0 $name state switch $cmd { set { if {[llength $args] == 1} { return $state([lindex $args 0]) } elseif {[llength $args] == 2} { set state([lindex $args 0]) [lindex $args 1] } else { return -code error "wrong # args" } } unset { unset state([lindex $args 0]) } delete { set idx [lsearch $balls $name] catch { set balls [lreplace $balls $idx $idx] } .c delete $state(id) unset state } default { return -code error "unknown command \"$cmd\"" } } } # # Given the initial velocities and masses calculates the velocities following # a collision. proc tkpool::postColVels {u1 u2 m1 m2} { # No collision if velocity of ball2 > velocity of ball1 if {$u2 > $u1} { return [list $u1 $u2] } set u1 [expr {1.0 * $u1}] set u2 [expr {1.0 * $u2}] set m1 [expr {1.0 * $m1}] set m2 [expr {1.0 * $m2}] set M [expr {$m1 / $m2}] set b [expr {($M * $u1) + $u2}] set c [expr {($M * $u1 * $u1) + ($u2 * $u2)}] set q [expr {2 * $M * $b}] set p [expr {4 * $M * $M * $b * $b}] set r [expr {4 * ($M + ($M * $M)) * (($b * $b) - $c)}] set s [expr {2 * ($M + ($M * $M))}] if {$r > $p} { return -code error "no solution" } else { set root [expr {sqrt($p-$r)}] set v1 [expr {($q - $root) / $s}] set v2 [expr {$b - ($M * $v1)}] return [list $v1 $v2] } } proc tkpool::checkForCollisions {canvas ball} { variable radius variable id2name global State set didCollide 0 set overlapList [list] foreach {ourX ourY} [$ball set pos] {break} set searched [list [$ball set id]] set id [$canvas find closest $ourX $ourY $radius [$ball set id]] while {[lsearch $searched $id] == -1} { if {[lsearch -glob [$canvas gettags $id] "ball*"] > -1} { set didCollide 1 lappend overlapList $id } elseif {[lsearch [$canvas gettags $id] "pocket"] > -1} { # Ball has been potted pot $canvas $ball break } lappend searched $id set id [$canvas find closest $ourX $ourY $radius $id] } if {[llength $overlapList] > 0} { foreach id $overlapList { collide $ball $id2name($id) } } return $didCollide } # Called when a ball is potted. proc tkpool::pot {canvas ball} { global State # See which ball has been potted. set colour [$ball set colour] set player "player$State(currentp)" set other "player[expr {3 - $State(currentp)}]" if {$ball eq $::cue} { puts "Potted the cue ball!" set State(state) start } else { puts "$colour ball potted!" } $ball delete } proc tkpool::move {canvas} { variable balls variable fcoefficient variable scale set canvasHeight [winfo height $canvas] set canvasWidth [winfo width $canvas] foreach ball $balls { foreach {xpos ypos} [$ball set pos] {break} foreach {xvel yvel} [$ball set vel] {break} # Take friction into account set mass [$ball set mass] set decel [expr {$fcoefficient * $mass}] if {$xvel != 0.0} { set phi [expr {atan(abs($yvel / $xvel))}] set vel [expr {sqrt(pow($xvel,2) + pow($yvel,2))}] set vel [expr {$vel - $decel}] if {$vel < 0.0} { set vel 0.0 } if {$xvel < 0.0} { set xvel [expr {-1.0 * $vel * cos($phi)}] } else { set xvel [expr {$vel * cos($phi)}] } if {$yvel < 0.0} { set yvel [expr {-1.0 * $vel * sin($phi)}] } else { set yvel [expr {$vel * sin($phi)}] } } set xpos [expr {$xpos + $xvel}] set ypos [expr {$ypos + $yvel}] $canvas move $ball $xvel $yvel # Bounce off edges foreach {x1 y1 x2 y2} [$canvas bbox $ball] {break} # Left edge if {$x1 < (10 * $scale) && $xvel < 0} { set xvel [expr {-1.0 * $xvel}] } if {$x2 > ($canvasWidth - (10 * $scale)) && $xvel > 0} { set xvel [expr {-1.0 * $xvel}] } if {$y1 < (10 * $scale) && $yvel < 0} { set yvel [expr {-1.0 * $yvel}] } if {$y2 > ($canvasHeight - (10 * $scale)) && $yvel > 0} { set yvel [expr {-1.0 * $yvel}] } set ret [checkForCollisions $canvas $ball] if {$ret == 2} { # Potted the cue ball } elseif {$ret == 1} { # Collided $ball set pos [list $xpos $ypos] } else { $ball set pos [list $xpos $ypos] $ball set vel [list $xvel $yvel] } } after 50 [list ::tkpool::move $canvas] } proc tkpool::collide {ball1 ball2} { foreach {x1 y1} [$ball1 set pos] {break} foreach {x2 y2} [$ball2 set pos] {break} # Always call ball on right (2) and one on left (1) if {$x1 > $x2} { set temp $ball2 set ball2 $ball1 set ball1 $temp foreach {x1 y1} [$ball1 set pos] {break} foreach {x2 y2} [$ball2 set pos] {break} } # Get velocity of each ball foreach {ux1 uy1} [$ball1 set vel] {break} foreach {ux2 uy2} [$ball2 set vel] {break} # Work out angle of collision set diffX [expr {1.0 * ($x2 - $x1)}] set diffY [expr {1.0 * ($y2 - $y1)}] if {$diffX == 0.0} { set diffX 0.0000001 } set phi [expr {atan($diffY / $diffX)}] # Work out velocity parallel and perpendicular set uparr1 [expr {($ux1 * cos($phi)) + ($uy1 * sin($phi))}] set uperp1 [expr {($ux1 * sin($phi)) - ($uy1 * cos($phi))}] set uparr2 [expr {($ux2 * cos($phi)) + ($uy2 * sin($phi))}] set uperp2 [expr {($ux2 * sin($phi)) - ($uy2 * cos($phi))}] # If they are not going towards each other, then they will not collide if {$uparr2 > $uparr1} { return } set mass1 [$ball1 set mass] set mass2 [$ball2 set mass] foreach {vparr1 vparr2} [postColVels $uparr1 $uparr2 $mass1 $mass2] \ {break} # Perpendicular velocities are unchanged set vperp1 $uperp1 set vperp2 $uperp2 # Convert back into x and y movements set vx1 [expr {($vparr1 * cos($phi)) + ($vperp1 * sin($phi))}] set vy1 [expr {($vparr1 * sin($phi)) - ($vperp1 * cos($phi))}] set vx2 [expr {($vparr2 * cos($phi)) + ($vperp2 * sin($phi))}] set vy2 [expr {($vparr2 * sin($phi)) - ($vperp2 * cos($phi))}] # Update new velocities $ball1 set vel [list $vx1 $vy1] $ball2 set vel [list $vx2 $vy2] } # # Racks the balls on the table, using the positions indicated. The positions # argument should be a list of lists, where each element is a letter or x # (meaning no ball in this position). The rows go from the back to the front. # Here is English pool setup: # { # {y r y y r} # { r y r y } # {x y b r x} # { x r y x } # {x x r x x} # } proc tkpool::rack {canvas mass positions} { variable radius variable balls variable numred variable numyellow global cue foreach ball $balls { $ball delete } set w [winfo width $canvas] set h [winfo height $canvas] set x0 [expr {($w /2.0) - (4 * $radius)}] set y0 [expr {int(($h / 4) - ($radius * 4))}] for {set i 0} {$i < 5} {incr i} { # Calculate row offset if {($i % 2) != 0} { set offset [expr {int($radius)}] } else { set offset 0 } foreach item [lindex $positions $i] { switch $item { x { } y { ball $canvas [expr {$x0 + $offset}] \ $y0 $mass yellow } r { ball $canvas [expr {$x0 + $offset}] \ $y0 $mass red } b { ball $canvas [expr {$x0 + $offset}] \ $y0 $mass black } default { return -code error "unknown identifier \"$item\""} } incr offset [expr {int($radius * 2.0)}] } incr y0 [expr {int($radius * 2.0)}] } set ::State(state) start set ::State(red) 7 set ::State(yellow) 7 } # # If taking a shot, start a timer to determine the power of the shot proc tkpool::mousedown {} { variable timer variable power 0 global State if {$State(state) ne "start"} { set timer [after 20 [list tkpool::powerup]] } } proc tkpool::powerup {} { # Show a visual display of the power variable power variable timer incr power if {$power > 30} { set power 0 } set ::powerup [string repeat \u258a $power] set timer [after 20 [list tkpool::powerup]] } proc tkpool::mouseup {canvas x y} { global cue global State variable timer variable power variable scale variable mass if {$State(state) eq "start"} { # Must be behind the line if {$y < (480 * $scale)} { puts "Must start from behind the line" return } set cue [tkpool::ball $canvas $x $y [expr {$mass * 1.5}] white] set State(state) "game" } else { after cancel $timer set ::powerup "" # Work out component velocities. foreach {oldx oldy} [$cue set pos] {break} set diffX [expr {1.0 * ($x - $oldx)}] set diffY [expr {1.0 * ($y - $oldy)}] set vel [expr {sqrt(pow($diffX,2) + pow($diffY,2))}] set ratio [expr {$power/$vel}] set xvel [expr {$ratio * $diffX}] set yvel [expr {$ratio * $diffY}] $cue set vel [list $xvel $yvel] } } # Draw some pockets onto the canvas proc tkpool::drawpockets {canvas} { variable radius variable scale set r [expr {$radius + 5}] set w [winfo width $canvas] set h [winfo height $canvas] set inset [expr {10 * $scale}] $canvas create rectangle 0 0 $inset $h -fill SeaGreen $canvas create rectangle 0 0 $w $inset -fill SeaGreen $canvas create rectangle [expr {$w - $inset}] 0 $w $h -fill SeaGreen $canvas create rectangle 0 [expr {$h - $inset}] $w $h -fill SeaGreen $canvas create oval [expr {0 - $r}] [expr {0 - $r}] \ [expr {1.5 * $r}] [expr {1.5 * $r}] -fill black -tags [list pocket] $canvas create oval [expr {$w - 1.5 * $r}] [expr {0 - $r}] \ [expr {$w + $r}] [expr {1.5 * $r}] -fill black -tags [list pocket] $canvas create oval [expr {0 - $r}] [expr {$h - 1.5 * $r}] \ [expr {1.5 * $r}] [expr {$h + $r}] -fill black -tags [list pocket] $canvas create oval [expr {$w - 1.5 * $r}] [expr {$h - 1.5 * $r}] \ [expr {$w + $r}] [expr {$h + $r}] -fill black -tags [list pocket] set mid [expr {$h / 2}] $canvas create oval [expr {0 - $r}] [expr {$mid - $r}] \ $r [expr {$mid + $r}] -fill black -tags [list pocket] $canvas create oval [expr {$w - $r}] [expr {$mid - $r}] \ [expr {$w + $r}] [expr {$mid + $r}] -fill black -tags [list pocket] } proc tkpool::about {} { # Popup an about box tk_messageBox -title "About TkPool V0.2" -icon info \ -message "A simple Tcl/Tk pool game\nBy Neil Madden\nhttp://wiki.tcl.tk/TkPool\nPublic Domain" } # Create a frame to show the players' scores frame .info labelframe .info.p1 -text "Player 1" label .info.p1.colour -text "Colour:" label .info.p1.col -textvariable State(player1,colour) label .info.p1.score -text "Score:" label .info.p1.scr -textvariable State(player1,score) labelframe .info.p2 -text "Player 2" label .info.p2.colour -text "Colour:" label .info.p2.col -textvariable State(player2,colour) label .info.p2.score -text "Score:" label .info.p2.scr -textvariable State(player2,score) labelframe .info.turn -text "Turn" label .info.turn.t -textvariable State(currentplayer) labelframe .info.power -text "Power" label .info.power.p -textvariable ::powerup -fg navy -anchor w -width 25 array set State { player1,colour "" player1,score 0 player2,colour "" player2,score 0 currentplayer "Player 1" currentp 1 state start red 7 yellow 7 } pack .info.p1.colour .info.p1.col -anchor w pack .info.p1.score .info.p1.scr -anchor w pack .info.p2.colour .info.p2.col -anchor w pack .info.p2.score .info.p2.scr -anchor w pack .info.p1 -anchor n -fill x pack .info.p2 -anchor n -fill x pack .info.turn.t -fill both pack .info.turn -anchor n -fill x pack .info.power.p -fill both pack .info.power -anchor n -fill x pack .info -side right -fill y set scale $tkpool::scale set canvas [canvas .c -bg darkgreen -width [expr {300 * $scale}] \ -height [expr {600 * $scale}]] pack $canvas set layout { {y r y y r} { r y r y } {x y b r x} { x r y x } {x x r x x} } button .info.rerack -text "Re-Rack" -command \ [list tkpool::rack $canvas $tkpool::mass $layout] -width 15 button .info.quit -text "Quit" -command exit -width 15 button .info.about -text "About" -command tkpool::about -width 15 pack .info.quit -side bottom -padx 5 -pady 5 pack .info.rerack -side bottom -padx 5 -pady 5 pack .info.about -side bottom -padx 5 -pady 5 wm resizable . 0 0 wm title . "TkPool V0.2" update # Draw the spot and line set p [expr {[winfo width $canvas]/2.0}] $canvas create oval [expr $p-3] [expr $p-3] [expr $p+3] [expr $p+3]\ -fill white -outline white set p [expr {[winfo height $canvas] * 0.8}] $canvas create line 0 $p [winfo width $canvas] $p -fill white tkpool::drawpockets $canvas # Create some balls tkpool::rack $canvas $tkpool::mass $layout # Create the cue ball - with a slightly larger mass bind $canvas [list tkpool::mousedown] bind $canvas [list tkpool::mouseup $canvas %x %y] tkpool::move $canvas ---- [Category Games]