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#!/usr/bin/env python
# -*- coding: utf-8 -*-
#
# C++ version Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
# Python version Copyright (c) 2010 kne / sirkne at gmail dot 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.
from .framework import (Framework, Keys, main)
from Box2D import (b2CircleShape, b2FixtureDef, b2LoopShape, b2PolygonShape,
b2RevoluteJointDef, b2_pi)
class Pinball (Framework):
name = "Pinball"
description = ('This tests bullet collision and provides an example of a gameplay scenario.\n'
'Press A to control the flippers.')
bodies = []
joints = []
def __init__(self):
super(Pinball, self).__init__()
# The ground
ground = self.world.CreateBody(
shapes=b2LoopShape(vertices=[(0, -2), (8, 6),
(8, 20), (-8, 20),
(-8, 6)]),
)
# Flippers
p1, p2 = (-2, 0), (2, 0)
fixture = b2FixtureDef(shape=b2PolygonShape(box=(1.75, 0.1)), density=1)
flipper = {'fixtures': fixture}
self.leftFlipper = self.world.CreateDynamicBody(
position=p1,
**flipper
)
self.rightFlipper = self.world.CreateDynamicBody(
position=p2,
**flipper
)
rjd = b2RevoluteJointDef(
bodyA=ground,
bodyB=self.leftFlipper,
localAnchorA=p1,
localAnchorB=(0, 0),
enableMotor=True,
enableLimit=True,
maxMotorTorque=1000,
motorSpeed=0,
lowerAngle=-30.0 * b2_pi / 180.0,
upperAngle=5.0 * b2_pi / 180.0,
)
self.leftJoint = self.world.CreateJoint(rjd)
rjd.motorSpeed = 0
rjd.localAnchorA = p2
rjd.bodyB = self.rightFlipper
rjd.lowerAngle = -5.0 * b2_pi / 180.0
rjd.upperAngle = 30.0 * b2_pi / 180.0
self.rightJoint = self.world.CreateJoint(rjd)
# Ball
self.ball = self.world.CreateDynamicBody(
fixtures=b2FixtureDef(
shape=b2CircleShape(radius=0.2),
density=1.0),
bullet=True,
position=(1, 15))
self.pressed = False
def Keyboard(self, key):
if key == Keys.K_a:
self.pressed = True
def KeyboardUp(self, key):
if key == Keys.K_a:
self.pressed = False
def Step(self, settings):
if self.pressed:
self.leftJoint.motorSpeed = 20
self.rightJoint.motorSpeed = -20
else:
self.leftJoint.motorSpeed = -10
self.rightJoint.motorSpeed = 10
super(Pinball, self).Step(settings)
if __name__ == "__main__":
main(Pinball)
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