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version02.py
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import sys
import random
import pygame
import pymunk
from pygame.locals import *
from pygame.color import *
from pymunk import Vec2d
__version__ = 0.2
def to_pygame(point):
"""Hack to convert pymunk to pygame coordinates"""
return int(point.x), int(-point.y+500)
class DrawSurf(object):
"""
Create a surface used for drawing to the screen.
"""
def __init__(self, destSurf, color=None):
self.color = color
self.destSurf = destSurf
self.surface = self.makeSurf()
def makeSurf(self):
"""
Make a new pygame.Surface same size as the given destSurf
"""
layer = None
if self.color is not None:
layer = pygame.Surface(self.destSurf.get_size(), flags=pygame.HWSURFACE)
layer = layer.convert()
layer.fill(self.color)
else:
layer = pygame.Surface(self.destSurf.get_size(), flags=pygame.SRCALPHA|pygame.HWSURFACE, depth=32)
layer.convert_alpha()
layer.fill((0, 0, 0, 0))
return layer
def draw(self):
# Draw this surface to the defined drawSurface
self.destSurf.blit(self.surface, (0, 0))
def update(self, color):
self.color = color
self.surface.fill(self.color)
def main():
# Primatians - woo
print "Running Python version:", sys.version
print "Running PyGame version:", pygame.ver
print "Running PyMunk version:", pymunk.version
print "Running Primatians version:", __version__
pygame.init()
screen = pygame.display.set_mode((800, 500), pygame.RESIZABLE)
pygame.display.set_caption("Primatians - A Nanho Games Production")
# make our background object
colorBackground = Color("darkolivegreen4")
backgroundLayer = DrawSurf(screen, colorBackground)
clock = pygame.time.Clock()
running = True
# Physics stuff
space = pymunk.Space(50)
space.gravity = (90, -90.0)
# Balls
balls = []
mass = 1
radius = 25
inertia = pymunk.moment_for_circle(mass, 0, radius, (0,0))
body = pymunk.Body(mass, inertia)
x = random.randint(0,500)
body.position = 400, 400
shape = pymunk.Circle(body, radius, (0,0))
shape.elasticity = 0.95
space.add(body, shape)
balls.append(shape)
# Walls first
static_body = pymunk.Body()
# x1,y1, x2,y2
static_lines = [pymunk.Segment(static_body, (0.0, 0.0), (0.0, 500.0), 5.0),
pymunk.Segment(static_body, (0.0, 500.0), (800.0, 500.0), 5.0),
pymunk.Segment(static_body, (800.0, 500.0), (800.0, 0.0), 5.0),
pymunk.Segment(static_body, (800.0, 0.0), (0.0, 0.0), 5.0)
]
for line in static_lines:
line.elasticity = 0.7
line.group = 1
space.add(static_lines)
# Some Logs
static_logs = [pymunk.Segment(static_body, (200, 250), (600, 250), 5)]
for logs in static_logs:
logs.elasticity = 1
logs.group = 1
space.add(static_logs)
# Add Flippers ( handler tree logs)
fp = [(20,-20), (-120, 0), (20,20)]
mass = 100
moment = pymunk.moment_for_poly(mass, fp)
# right flipper
r_flipper_body = pymunk.Body(mass, moment)
r_flipper_body.position = 750, 10
r_flipper_shape = pymunk.Poly(r_flipper_body, fp)
space.add(r_flipper_body, r_flipper_shape)
r_flipper_joint_body = pymunk.Body()
r_flipper_joint_body.position = r_flipper_body.position
j = pymunk.PinJoint(r_flipper_body, r_flipper_joint_body, (0,0), (0,0))
#todo: tweak values of spring better
s = pymunk.DampedRotarySpring(r_flipper_body, r_flipper_joint_body, 0.15, 20000000,900000)
space.add(j, s)
# left flipper
l_flipper_body = pymunk.Body(mass, moment)
l_flipper_body.position = 10, 10
l_flipper_shape = pymunk.Poly(l_flipper_body, [(-x,y) for x,y in fp])
space.add(l_flipper_body, l_flipper_shape)
l_flipper_joint_body = pymunk.Body()
l_flipper_joint_body.position = l_flipper_body.position
j = pymunk.PinJoint(l_flipper_body, l_flipper_joint_body, (0,0), (0,0))
s = pymunk.DampedRotarySpring(l_flipper_body, l_flipper_joint_body, -0.15, 20000000,900000)
space.add(j, s)
# new flippers
fp = [(20,-20), (-120, 0), (20,20)]
#fp = [(120, 0), (120,-20),(-120,0)]
mass = 100
moment = pymunk.moment_for_poly(mass, fp)
# top-right flipper
tr_flipper_body = pymunk.Body(mass, moment)
tr_flipper_body.position = 750, 450
tr_flipper_shape = pymunk.Poly(tr_flipper_body, fp)
space.add(tr_flipper_body, tr_flipper_shape)
tr_flipper_joint_body = pymunk.Body()
tr_flipper_joint_body.position = tr_flipper_body.position
j = pymunk.PinJoint(tr_flipper_body, tr_flipper_joint_body, (0,0), (0,0))
#todo: tweak values of spring better
s = pymunk.DampedRotarySpring(tr_flipper_body, tr_flipper_joint_body, 0.15, 20000000,900000)
space.add(j, s)
# top-left flipper
tl_flipper_body = pymunk.Body(mass, moment)
tl_flipper_body.position = 50, 850
tl_flipper_shape = pymunk.Poly(tl_flipper_body, [(-x,y) for x,y in fp])
space.add(tl_flipper_body, tl_flipper_shape)
tl_flipper_joint_body = pymunk.Body()
tl_flipper_joint_body.position = tl_flipper_body.position
j = pymunk.PinJoint(tl_flipper_body, tl_flipper_joint_body, (0,0), (0,0))
s = pymunk.DampedRotarySpring(tl_flipper_body, tl_flipper_joint_body, -0.15, 20000000,900000)
space.add(j, s)
r_flipper_shape.group = l_flipper_shape.group = tr_flipper_shape.group = tl_flipper_shape.group = 1
r_flipper_shape.elasticity = l_flipper_shape.elasticity = tr_flipper_shape.elasticity = tl_flipper_shape.elasticity = 0.4
while running:
for event in pygame.event.get():
if event.type == QUIT:
running = False
elif event.type == KEYDOWN and event.key == K_ESCAPE:
running = False
elif event.type == KEYDOWN and event.key == K_j:
r_flipper_body.apply_impulse(Vec2d.unit() * 40000, (-100,0))
elif event.type == KEYDOWN and event.key == K_f:
l_flipper_body.apply_impulse(Vec2d.unit() * -40000, (-100,0))
elif event.type == KEYDOWN and event.key == K_g:
tl_flipper_body.apply_impulse(Vec2d.unit() * 40000, (-100,0))
elif event.type == KEYDOWN and event.key == K_h:
tr_flipper_body.apply_impulse(Vec2d.unit() * -40000, (-100,0))
if event.type == pygame.VIDEORESIZE:
screen_size = event.size
screen = pygame.display.set_mode(screen_size, pygame.RESIZABLE)
oldBg = backgroundLayer.surface.copy()
backgroundLayer = DrawSurf(screen, backgroundLayer.color)
backgroundLayer.surface.blit(oldBg, (0, 0))
# Draw
# backgroundLayer.draw()
screen.fill(THECOLORS["darkolivegreen"])
# Draw lines
for line in static_lines:
body = line.body
pv1 = body.position + line.a.rotated(body.angle)
pv2 = body.position + line.b.rotated(body.angle)
p1 = to_pygame(pv1)
p2 = to_pygame(pv2)
pygame.draw.lines(screen, THECOLORS["black"], False, [p1,p2])
# Draw logs
for log in static_logs:
body = log.body
pv1 = body.position + log.a.rotated(body.angle)
pv2 = body.position + log.b.rotated(body.angle)
p1 = to_pygame(pv1)
p2 = to_pygame(pv2)
pygame.draw.lines(screen, THECOLORS["brown"], False, [p1,p2])
for ball in balls:
p = to_pygame(ball.body.position)
pygame.draw.circle(screen, THECOLORS["yellow"], p, int(ball.radius), 2)
r_flipper_body.position = 790, 10
l_flipper_body.position = 10, 10
tr_flipper_body.position = 790, 490
tl_flipper_body.position = 10, 490
r_flipper_body.velocity = l_flipper_body.velocity = tr_flipper_body.velocity = tl_flipper_body.velocity = 0,0
for f in [r_flipper_shape, l_flipper_shape, tr_flipper_shape, tl_flipper_shape,]:
ps = f.get_points()
ps.append(ps[0])
ps = map(to_pygame, ps)
color = THECOLORS["red"]
pygame.draw.lines(screen, color, False, ps)
# Update physics
dt = 1.0/60.0/5
for x in range(5):
space.step(dt)
pygame.display.flip()
clock.tick(50)
if __name__ == '__main__':
sys.exit(main())