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{ | ||
"liveServer.settings.port": 5501 | ||
} |
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import pygame as pg | ||
import pymunk | ||
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import math | ||
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# Initialiserer/starter pygame | ||
pg.init() | ||
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# Oppretter et vindu der vi skal "tegne" innholdet vårt | ||
VINDU_BREDDE = 400 | ||
VINDU_HOYDE = 500 | ||
vindu = pg.display.set_mode([VINDU_BREDDE, VINDU_HOYDE]) | ||
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class Ball: | ||
"""Klasse for å representere en ball""" | ||
def __init__(self, x, y, xfart, yfart, radius, vindusobjekt): | ||
"""Konstruktør""" | ||
self.x = x | ||
self.y = y | ||
self.xfart = xfart | ||
self.yfart = yfart | ||
self.radius = radius | ||
self.vindusobjekt = vindusobjekt | ||
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def tegn_sirkel(self): | ||
"""Metode for å tegne ballen""" | ||
pg.draw.circle(self.vindusobjekt, (255, 69, 0), (self.x, self.y), self.radius) | ||
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def flytt_x(self): | ||
"""Metode for å flytte ballen""" | ||
# Sjekker om ballen er utenfor høyre/venstre kant | ||
if ((self.x - self.radius) <= 0) or ((self.x + self.radius) >= self.vindusobjekt.get_width()): | ||
self.xfart = -self.xfart | ||
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# Flytter ballen | ||
self.x += self.xfart | ||
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def flytt_y(self): | ||
"""Metode for å flytte ballen""" | ||
# Sjekker om ballen er utenfor høyre/venstre kant | ||
if ((self.y - self.radius) <= 0) or ((self.y + self.radius) >= self.vindusobjekt.get_height()): | ||
self.yfart = -self.yfart | ||
# Flytter ballen | ||
self.y += self.yfart | ||
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class Linje: | ||
def __init__(self, r, g, b, x_start, y_start, x_slutt, y_slutt): | ||
self.r = r | ||
self.g = g | ||
self.b = b | ||
self.x_start = x_start | ||
self.y_start = y_start | ||
self.x_slutt = x_slutt | ||
self.y_slutt = y_slutt | ||
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def tegn_linje(self): | ||
"tegner linjen" | ||
pg.draw.line(vindu, (self.r, self.g, self.b), [self.x_start, self.y_start], [self.x_slutt, self.y_slutt], 3) | ||
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# Lager et Ball-objekt | ||
ball = Ball(210, 250, 0, 0, 15, vindu) | ||
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friksjon = 0.01 | ||
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# Gjenta helt til brukeren lukker vinduet | ||
fortsett = True | ||
while fortsett: | ||
pg.time.Clock().tick(120) | ||
# Sjekker om brukeren har lukket vinduet | ||
for event in pg.event.get(): | ||
if event.type == pg.QUIT: | ||
fortsett = False | ||
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#friksjon | ||
if ball.xfart > 0: | ||
ball.xfart = abs(ball.xfart) - friksjon | ||
if ball.yfart > 0: | ||
ball.yfart = abs(ball.yfart) - friksjon | ||
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#mouse position | ||
mouse_position_x = pg.mouse.get_pos()[0] | ||
mouse_position_y = pg.mouse.get_pos()[1] | ||
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#linje objekt | ||
linje = Linje(200,200,200, ball.x, ball.y, mouse_position_x, mouse_position_y ) | ||
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#registerer museklikk | ||
#fikse nestegang at man kan holde inne | ||
left, middle, right = pg.mouse.get_pressed() | ||
if left: | ||
linje.g = 0 | ||
linje.b = 0 | ||
lengde = math.sqrt((abs(linje.x_slutt) - abs(linje.x_start))**2 + (abs(linje.y_slutt) - abs(linje.y_start))**2) | ||
ball.xfart = lengde/100 | ||
ball.yfart =lengde/100 | ||
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# Farger bakgrunnen lyseblå | ||
vindu.fill((0, 100, 0)) | ||
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# Tegner og flytter ballen | ||
ball.tegn_sirkel() | ||
ball.flytt_x() | ||
ball.flytt_y() | ||
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linje.tegn_linje() | ||
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#pg.draw.rect(vindu, (100, 0, 0), (ball.x, ball.y, 10, mouse_position)) | ||
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pg.draw.circle(vindu, (0, 0, 0), (13, 15), 15) | ||
pg.draw.circle(vindu, (0, 0, 0), (13, 242), 15) | ||
pg.draw.circle(vindu, (0, 0, 0), (13, 485), 15) | ||
#Høyre_hull | ||
pg.draw.circle(vindu, (0, 0, 0), (387, 15), 15) | ||
pg.draw.circle(vindu, (0, 0, 0), (387, 242), 15) | ||
pg.draw.circle(vindu, (0, 0, 0), (387, 485), 15) | ||
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# Oppdaterer alt innholdet i vinduet | ||
pg.display.flip() | ||
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# Avslutter pygame | ||
pg.quit() |
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import sys | ||
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import pygame | ||
from pygame.locals import * | ||
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import pymunk | ||
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class Linje: | ||
def __init__(self, r, g, b, x_start, y_start, x_slutt, y_slutt): | ||
self.r = r | ||
self.g = g | ||
self.b = b | ||
self.x_start = x_start | ||
self.y_start = y_start | ||
self.x_slutt = x_slutt | ||
self.y_slutt = y_slutt | ||
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def tegn_linje(self): | ||
"tegner linjen" | ||
pygame.draw.line(screen, (self.r, self.g, self.b), [self.x_start, self.y_start], [self.x_slutt, self.y_slutt], 3) | ||
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def create_Ball(space,height,width): | ||
body=pymunk.Body(1,100,body_type = pymunk.Body.DYNAMIC) | ||
body.position = (height,width) | ||
shape = pymunk.Circle(body,10) | ||
shape.elasticity = 1 | ||
#body.velocity = (200,200) | ||
space.add(body,shape) | ||
return shape | ||
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def draw_balls(balls): | ||
for ball in balls: | ||
pos_x = int(ball.body.position.x) | ||
pos_y = int(ball.body.position.y) | ||
pygame.draw.circle(screen,(255,255,255),(pos_x,pos_y),10) | ||
""" | ||
def create_wall(space): | ||
body = pymunk.Body(1 , 100 , body_type = pymunk.Body.STATIC) | ||
body.position = (width,height) | ||
shape = pymunk.Segment(body, (0, height), (650, height), 5) | ||
space.add(body,shape) | ||
return shape | ||
def draw_wall(walls): | ||
for wall in walls: | ||
pos_x = wall.body.position.x | ||
pos_y = wall.body.position.y | ||
print(pos_x) | ||
pygame.draw.line(screen,(0,0,0),(pos_x,pos_y),1) | ||
""" | ||
class Box: | ||
def __init__(self, p0=(0, 0), p1=(640, 480), d=2): | ||
self.p0 = p0 | ||
self.p1 = p1 | ||
x0, y0 = p0 | ||
x1, y1 = p1 | ||
self.pts = [(x0, y0), (x1, y0), (x1, y1), (x0, y1)] | ||
for i in range(4): | ||
segment = pymunk.Segment(space.static_body, self.pts[i], self.pts[(i+1)%4], d) | ||
segment.elasticity = 0.5 | ||
segment.friction = 1 | ||
space.add(segment) | ||
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pygame.init() | ||
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fps = 60 | ||
fpsClock = pygame.time.Clock() | ||
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width, height = 640, 480 | ||
screen = pygame.display.set_mode((width, height)) | ||
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space = pymunk.Space() | ||
space.gravity = (0,0) | ||
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balls = [] | ||
balls.append(create_Ball(space,200,100)) | ||
balls.append(create_Ball(space,250,400)) | ||
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walls = [] | ||
box=Box() | ||
#walls.append(create_wall(space)) | ||
# Game loop. | ||
while True: | ||
screen.fill((255, 255, 255)) | ||
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for event in pygame.event.get(): | ||
if event.type == QUIT: | ||
pygame.quit() | ||
sys.exit() | ||
if event.type == pygame.MOUSEBUTTONDOWN: | ||
balls[1].body.velocity = (0,500) | ||
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balls[1].body.velocity = balls[1].body.velocity * 0.99 | ||
if abs(balls[0].body.velocity[0]) < 5 and abs(balls[0].body.velocity[1]) < 5: | ||
balls[0].body.velocity = (0,0) | ||
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# Update. | ||
mouse_position_x = pygame.mouse.get_pos()[0] | ||
mouse_position_y = pygame.mouse.get_pos()[1] | ||
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print(balls[0].body.position) | ||
screen.fill((0, 100, 0)) | ||
pygame.draw.circle(screen, (0, 0, 0), (13, 15), 15) | ||
pygame.draw.circle(screen, (0, 0, 0), (13, 242), 15) | ||
pygame.draw.circle(screen, (0, 0, 0), (13, 460), 15) | ||
#Høyre_hull | ||
pygame.draw.circle(screen, (0, 0, 0), (620, 15), 15) | ||
pygame.draw.circle(screen, (0, 0, 0), (620, 242), 15) | ||
pygame.draw.circle(screen, (0, 0, 0), (620, 460), 15) | ||
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# Draw. | ||
linje = Linje(200,200,200, balls[1].body.position.x, balls[1].body.position.y, mouse_position_x, mouse_position_y) | ||
linje.tegn_linje() | ||
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draw_balls(balls) | ||
pygame.draw.rect(screen,(0,0,0),(box.p0+box.p1),6) | ||
#draw_wall(walls) | ||
space.step(1/50) | ||
fpsClock.tick(fps) | ||
pygame.display.flip() |
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