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"""This example spawns (bouncing) balls randomly on a L-shape constructed of
two segment shapes. For each collision it draws a red circle with size
depending on collision strength. Not interactive.
"""
import random
import sys
import pygame
import pymunk as pm
from pymunk import Vec2d
def draw_collision(arbiter, space, data):
for c in arbiter.contact_point_set.points:
r = max(3, abs(c.distance * 5))
r = int(r)
p = tuple(map(int, c.point_a))
pygame.draw.circle(data["surface"], pygame.Color("red"), p, r, 0)
def main():
pygame.init()
screen = pygame.display.set_mode((600, 600))
clock = pygame.time.Clock()
running = True
### Physics stuff
space = pm.Space()
space.gravity = (0.0, 900.0)
## Balls
balls = []
### walls
static_lines = [
pm.Segment(space.static_body, (111.0, 320.0), (407.0, 354.0), 0.0),
pm.Segment(space.static_body, (407.0, 354.0), (407.0, 257.0), 0.0),
]
space.add(*static_lines)
ticks_to_next_ball = 10
ch = space.add_collision_handler(0, 0)
ch.data["surface"] = screen
ch.post_solve = draw_collision
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
running = False
elif event.type == pygame.KEYDOWN and event.key == pygame.K_p:
pygame.image.save(screen, "contact_and_no_flipy.png")
ticks_to_next_ball -= 1
if ticks_to_next_ball <= 0:
ticks_to_next_ball = 100
mass = 10
radius = 25
inertia = pm.moment_for_circle(mass, 0, radius, (0, 0))
body = pm.Body(mass, inertia)
x = random.randint(115, 350)
body.position = x, 200
shape = pm.Circle(body, radius, (0, 0))
space.add(body, shape)
balls.append(shape)
### Clear screen
screen.fill(pygame.Color("white"))
### Draw stuff
balls_to_remove = []
for ball in balls:
if ball.body.position.y > 400:
balls_to_remove.append(ball)
p = tuple(map(int, ball.body.position))
pygame.draw.circle(screen, pygame.Color("blue"), p, int(ball.radius), 2)
for ball in balls_to_remove:
space.remove(ball, ball.body)
balls.remove(ball)
for line in static_lines:
body = line.body
p1 = tuple(map(int, body.position + line.a.rotated(body.angle)))
p2 = tuple(map(int, body.position + line.b.rotated(body.angle)))
pygame.draw.lines(screen, pygame.Color("lightgray"), False, [p1, p2])
### Update physics
dt = 1.0 / 60.0
for x in range(1):
space.step(dt)
### Flip screen
pygame.display.flip()
clock.tick(50)
pygame.display.set_caption("fps: " + str(clock.get_fps()))
if __name__ == "__main__":
sys.exit(main())