216 lines
7.3 KiB
Python
216 lines
7.3 KiB
Python
"""
|
|
Use Pymunk physics engine.
|
|
|
|
For more info on Pymunk see:
|
|
http://www.pymunk.org/en/latest/
|
|
|
|
To install pymunk:
|
|
pip install pymunk
|
|
|
|
Artwork from http://kenney.nl
|
|
|
|
If Python and Arcade are installed, this example can be run from the command line with:
|
|
python -m arcade.examples.pymunk_box_stacks
|
|
|
|
Click and drag with the mouse to move the boxes.
|
|
"""
|
|
|
|
import arcade
|
|
import pymunk
|
|
import timeit
|
|
import math
|
|
import os
|
|
|
|
SCREEN_WIDTH = 1800
|
|
SCREEN_HEIGHT = 800
|
|
SCREEN_TITLE = "Pymunk test"
|
|
|
|
|
|
class PhysicsSprite(arcade.Sprite):
|
|
def __init__(self, pymunk_shape, filename):
|
|
super().__init__(filename, center_x=pymunk_shape.body.position.x, center_y=pymunk_shape.body.position.y)
|
|
self.pymunk_shape = pymunk_shape
|
|
|
|
|
|
class CircleSprite(PhysicsSprite):
|
|
def __init__(self, pymunk_shape, filename):
|
|
super().__init__(pymunk_shape, filename)
|
|
self.width = pymunk_shape.radius * 2
|
|
self.height = pymunk_shape.radius * 2
|
|
|
|
|
|
class BoxSprite(PhysicsSprite):
|
|
def __init__(self, pymunk_shape, filename, width, height):
|
|
super().__init__(pymunk_shape, filename)
|
|
self.width = width
|
|
self.height = height
|
|
|
|
|
|
class MyGame(arcade.Window):
|
|
""" Main application class. """
|
|
|
|
def __init__(self, width, height, title):
|
|
super().__init__(width, height, title)
|
|
|
|
# Set the working directory (where we expect to find files) to the same
|
|
# directory this .py file is in. You can leave this out of your own
|
|
# code, but it is needed to easily run the examples using "python -m"
|
|
# as mentioned at the top of this program.
|
|
file_path = os.path.dirname(os.path.abspath(__file__))
|
|
os.chdir(file_path)
|
|
|
|
arcade.set_background_color(arcade.color.DARK_SLATE_GRAY)
|
|
|
|
# -- Pymunk
|
|
self.space = pymunk.Space()
|
|
self.space.iterations = 35
|
|
self.space.gravity = (0.0, -900.0)
|
|
|
|
# Lists of sprites or lines
|
|
self.sprite_list = arcade.SpriteList()
|
|
self.static_lines = []
|
|
|
|
# Used for dragging shapes around with the mouse
|
|
self.shape_being_dragged = None
|
|
self.last_mouse_position = 0, 0
|
|
|
|
self.draw_time = 0
|
|
self.processing_time = 0
|
|
|
|
# Create the floor
|
|
floor_height = 80
|
|
body = pymunk.Body(body_type=pymunk.Body.STATIC)
|
|
shape = pymunk.Segment(body, [0, floor_height], [SCREEN_WIDTH, floor_height], 0.0)
|
|
shape.friction = 10
|
|
self.space.add(shape)
|
|
self.static_lines.append(shape)
|
|
|
|
# Create the stacks of boxes
|
|
for row in range(10):
|
|
for column in range(10):
|
|
size = 32
|
|
mass = 1.0
|
|
x = 500 + column * 32
|
|
y = (floor_height + size / 2) + row * size
|
|
moment = pymunk.moment_for_box(mass, (size, size))
|
|
body = pymunk.Body(mass, moment)
|
|
body.position = pymunk.Vec2d(x, y)
|
|
shape = pymunk.Poly.create_box(body, (size, size))
|
|
shape.elasticity = 0.2
|
|
shape.friction = 0.9
|
|
self.space.add(body, shape)
|
|
# body.sleep()
|
|
|
|
sprite = BoxSprite(shape, "images/boxCrate_double.png", width=size, height=size)
|
|
self.sprite_list.append(sprite)
|
|
|
|
def on_draw(self):
|
|
"""
|
|
Render the screen.
|
|
"""
|
|
|
|
# This command has to happen before we start drawing
|
|
arcade.start_render()
|
|
|
|
# Start timing how long this takes
|
|
draw_start_time = timeit.default_timer()
|
|
|
|
# Draw all the sprites
|
|
self.sprite_list.draw()
|
|
|
|
# Draw the lines that aren't sprites
|
|
for line in self.static_lines:
|
|
body = line.body
|
|
|
|
pv1 = body.position + line.a.rotated(body.angle)
|
|
pv2 = body.position + line.b.rotated(body.angle)
|
|
arcade.draw_line(pv1.x, pv1.y, pv2.x, pv2.y, arcade.color.WHITE, 2)
|
|
|
|
# Display timings
|
|
output = f"Processing time: {self.processing_time:.3f}"
|
|
arcade.draw_text(output, 20, SCREEN_HEIGHT - 20, arcade.color.WHITE, 12)
|
|
|
|
output = f"Drawing time: {self.draw_time:.3f}"
|
|
arcade.draw_text(output, 20, SCREEN_HEIGHT - 40, arcade.color.WHITE, 12)
|
|
|
|
self.draw_time = timeit.default_timer() - draw_start_time
|
|
|
|
def on_mouse_press(self, x, y, button, modifiers):
|
|
if button == arcade.MOUSE_BUTTON_LEFT:
|
|
self.last_mouse_position = x, y
|
|
# See if we clicked on anything
|
|
shape_list = self.space.point_query((x, y), 1, pymunk.ShapeFilter())
|
|
|
|
# If we did, remember what we clicked on
|
|
if len(shape_list) > 0:
|
|
self.shape_being_dragged = shape_list[0]
|
|
|
|
elif button == arcade.MOUSE_BUTTON_RIGHT:
|
|
# With right mouse button, shoot a heavy coin fast.
|
|
mass = 60
|
|
radius = 10
|
|
inertia = pymunk.moment_for_circle(mass, 0, radius, (0, 0))
|
|
body = pymunk.Body(mass, inertia)
|
|
body.position = x, y
|
|
body.velocity = 2000, 0
|
|
shape = pymunk.Circle(body, radius, pymunk.Vec2d(0, 0))
|
|
shape.friction = 0.3
|
|
self.space.add(body, shape)
|
|
|
|
sprite = CircleSprite(shape, "images/coin_01.png")
|
|
self.sprite_list.append(sprite)
|
|
|
|
def on_mouse_release(self, x, y, button, modifiers):
|
|
if button == arcade.MOUSE_BUTTON_LEFT:
|
|
# Release the item we are holding (if any)
|
|
self.shape_being_dragged = None
|
|
|
|
def on_mouse_motion(self, x, y, dx, dy):
|
|
if self.shape_being_dragged is not None:
|
|
# If we are holding an object, move it with the mouse
|
|
self.last_mouse_position = x, y
|
|
self.shape_being_dragged.shape.body.position = self.last_mouse_position
|
|
self.shape_being_dragged.shape.body.velocity = dx * 20, dy * 20
|
|
|
|
def update(self, delta_time):
|
|
start_time = timeit.default_timer()
|
|
|
|
# Check for balls that fall off the screen
|
|
for sprite in self.sprite_list:
|
|
if sprite.pymunk_shape.body.position.y < 0:
|
|
# Remove balls from physics space
|
|
self.space.remove(sprite.pymunk_shape, sprite.pymunk_shape.body)
|
|
# Remove balls from physics list
|
|
sprite.kill()
|
|
|
|
# Update physics
|
|
# Use a constant time step, don't use delta_time
|
|
# See "Game loop / moving time forward"
|
|
# http://www.pymunk.org/en/latest/overview.html#game-loop-moving-time-forward
|
|
self.space.step(1 / 60.0)
|
|
|
|
# If we are dragging an object, make sure it stays with the mouse. Otherwise
|
|
# gravity will drag it down.
|
|
if self.shape_being_dragged is not None:
|
|
self.shape_being_dragged.shape.body.position = self.last_mouse_position
|
|
self.shape_being_dragged.shape.body.velocity = 0, 0
|
|
|
|
# Move sprites to where physics objects are
|
|
for sprite in self.sprite_list:
|
|
sprite.center_x = sprite.pymunk_shape.body.position.x
|
|
sprite.center_y = sprite.pymunk_shape.body.position.y
|
|
sprite.angle = math.degrees(sprite.pymunk_shape.body.angle)
|
|
|
|
# Save the time it took to do this.
|
|
self.processing_time = timeit.default_timer() - start_time
|
|
|
|
|
|
def main():
|
|
MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
|
|
|
|
arcade.run()
|
|
|
|
|
|
if __name__ == "__main__":
|
|
main()
|