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"""A very basic flipper game.
"""
__version__ = "$Id:$"
__docformat__ = "reStructuredText"
import random
import pygame
import pymunk
import pymunk.pygame_util
from pymunk import Vec2d
pygame.init()
screen = pygame.display.set_mode((600, 600))
clock = pygame.time.Clock()
running = True
### Physics stuff
space = pymunk.Space()
space.gravity = (0.0, 900.0)
draw_options = pymunk.pygame_util.DrawOptions(screen)
## Balls
balls = []
### walls
static_lines = [
pymunk.Segment(space.static_body, (150, 500), (50, 50), 1.0),
pymunk.Segment(space.static_body, (450, 500), (550, 50), 1.0),
pymunk.Segment(space.static_body, (50, 50), (300, 0), 1.0),
pymunk.Segment(space.static_body, (300, 0), (550, 50), 1.0),
pymunk.Segment(space.static_body, (300, 180), (400, 200), 1.0),
]
for line in static_lines:
line.elasticity = 0.7
line.group = 1
space.add(*static_lines)
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 = 450, 500
r_flipper_shape = pymunk.Poly(r_flipper_body, fp)
space.add(r_flipper_body, r_flipper_shape)
r_flipper_joint_body = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
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 = 150, 500
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(body_type=pymunk.Body.KINEMATIC)
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)
r_flipper_shape.group = l_flipper_shape.group = 1
r_flipper_shape.elasticity = l_flipper_shape.elasticity = 0.4
# "bumpers"
for p in [(240, 100), (360, 100)]:
body = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
body.position = p
shape = pymunk.Circle(body, 10)
shape.elasticity = 1.5
space.add(body, shape)
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, "flipper.png")
elif event.type == pygame.KEYDOWN and event.key == pygame.K_j:
r_flipper_body.apply_impulse_at_local_point(
Vec2d.unit() * -40000, (-100, 0)
)
elif event.type == pygame.KEYDOWN and event.key == pygame.K_f:
l_flipper_body.apply_impulse_at_local_point(Vec2d.unit() * 40000, (-100, 0))
elif event.type == pygame.KEYDOWN and event.key == pygame.K_b:
mass = 1
radius = 25
inertia = pymunk.moment_for_circle(mass, 0, radius, (0, 0))
body = pymunk.Body(mass, inertia)
x = random.randint(115, 350)
body.position = x, 200
shape = pymunk.Circle(body, radius, (0, 0))
shape.elasticity = 0.95
space.add(body, shape)
balls.append(shape)
### Clear screen
screen.fill(pygame.Color("white"))
### Draw stuff
space.debug_draw(draw_options)
r_flipper_body.position = 450, 500
l_flipper_body.position = 150, 500
r_flipper_body.velocity = l_flipper_body.velocity = 0, 0
### Remove any balls outside
to_remove = []
for ball in balls:
if ball.body.position.get_distance((300, 300)) > 1000:
to_remove.append(ball)
for ball in to_remove:
space.remove(ball.body, ball)
balls.remove(ball)
### Update physics
dt = 1.0 / 60.0 / 5.0
for x in range(5):
space.step(dt)
### Flip screen
pygame.display.flip()
clock.tick(50)
pygame.display.set_caption("fps: " + str(clock.get_fps()))