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#!/usr/bin/python
#
# C++ version Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
# Python version Copyright (c) 2008 kne / sirkne at gmail dot com
#
# Implemented using the pybox2d SWIG interface for Box2D (pybox2d.googlecode.com)
#
# This software is provided 'as-is', without any express or implied
# warranty. In no event will the authors be held liable for any damages
# arising from the use of this software.
# Permission is granted to anyone to use this software for any purpose,
# including commercial applications, and to alter it and redistribute it
# freely, subject to the following restrictions:
# 1. The origin of this software must not be misrepresented; you must not
# claim that you wrote the original software. If you use this software
# in a product, an acknowledgment in the product documentation would be
# appreciated but is not required.
# 2. Altered source versions must be plainly marked as such, and must not be
# misrepresented as being the original software.
# 3. This notice may not be removed or altered from any source distribution.
# A tribute to Gish
# Contributed by Giorgos Giagas (giorgosg)
from test_main import *
from math import cos, sin, pi
class Tribute (Framework):
name="Tribute to Gish"
_pickle_vars = ['bodies', 'move', 'moving', 'jump', 'radius']
moving = None
jump = False
move = None
def __init__(self):
super(Tribute, self).__init__()
sd=box2d.b2PolygonDef()
sd.SetAsBox(50.0, 10.0)
sd.friction = 0.2
bd=box2d.b2BodyDef()
bd.position = (0.0, -10.0)
ground = self.world.CreateBody(bd)
ground.CreateShape(sd)
sd.SetAsBox(0.5, 5.0, (-50.0, 15.0), 0.0)
ground.CreateShape(sd)
sd.SetAsBox(0.5, 5.0, (50.0, 15.0), 0.0)
ground.CreateShape(sd)
sd.SetAsBox(3.0,1.0)
sd.density = 3.0
boxd = box2d.b2BodyDef()
for i in range(0, 16, 2):
boxd.position = (-10.1, i)
box = self.world.CreateBody(boxd)
box.CreateShape(sd)
box.SetMassFromShapes()
sd=box2d.b2CircleDef()
sd.density = 5.0
sd.friction = 0.5
sd.radius = 0.4
sd.restitution= 0.0
bd=box2d.b2BodyDef()
bd.angularDamping = 0.5
bd.linearDamping = 0.5
bd.fixedRotation = True
bd.allowSleep = False
self.bodies = bodies = []
radius = self.radius = 2
blob_center = box2d.b2Vec2(-10, +50)
for i in range(0, 360, 15): # 24 circles
pos = (cos(i*2*pi/360)*radius + blob_center.x,
sin(i*2*pi/360)*radius + blob_center.y)
bd.position = pos
bodyx = self.world.CreateBody(bd)
bodyx.CreateShape(sd)
bodyx.SetMassFromShapes()
bodies.append(bodyx)
bodycount = len(self.bodies)
pjd=box2d.b2DistanceJointDef()
for i in range(bodycount):
body1 = bodies[i]
body2 = bodies[i+1] if i+1<bodycount else bodies[0]
pjd.Initialize(body1, body2,
(body1.position.x, body1.position.y),
(body2.position.x, body2.position.y))
pjd.dampingRatio = 10.0
joint = self.world.CreateJoint(pjd).getAsType()
# Make the simulation a bit more stable
self.settings.positionIterations = 20
self.settings.velocityIterations = 20
# update the pygame gui, otherwise it'll be reset
if hasattr(self, 'gui_table'):
self.gui_table.updateGUI(self.settings)
def AddSpringForce(self, bA, localA, bB, localB, k, friction, desiredDist):
pA = bA.GetWorldPoint(localA)
pB = bB.GetWorldPoint(localB)
diff=pB - pA
#Find velocities of attach points
vA = (bA.GetLinearVelocity() -
box2d.b2Cross(bA.GetWorldVector(localA),
bA.GetAngularVelocity()))
vB = (bB.GetLinearVelocity() -
box2d.b2Cross(bB.GetWorldVector(localB),
bB.GetAngularVelocity()))
vdiff=vB-vA
dx = diff.Normalize() #normalizes diff and puts length into dx
vrel = vdiff.x*diff.x + vdiff.y*diff.y
forceMag = -k*(dx-desiredDist) - friction*vrel
diff *= forceMag
bB.ApplyForce(diff, bA.GetWorldPoint(localA))
diff *= -1.0
bA.ApplyForce(diff, bB.GetWorldPoint(localB))
def Keyboard(self, key):
if key==K_j:
self.jump = True
elif key==K_a:
self.move = 'left'
elif key==K_d:
self.move = 'right'
elif key==K_s:
self.move = None
def Step(self, settings):
self.DrawStringCR("Keys: (j) jump, (a) move left, (d) move right, (s) stop")
bodycount = len(self.bodies)
zero = (0, 0)
if self.jump:
force = 10000
self.jump = False
else:
force = 100
for i in range(bodycount/2):
self.AddSpringForce(self.bodies[i], zero,
self.bodies[i+bodycount/2], zero,
force, 5.0, self.radius*2)
if self.move:
top_body = [(body.position.y, body) for body in self.bodies]
top_body.sort()
top_body = top_body[-1][1]
if self.move == 'left':
force = -500
elif self.move == 'right':
force = 500
top_body.ApplyForce((force,0), top_body.position)
super(Tribute, self).Step(settings)
if __name__=="__main__":
main(Tribute)
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