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"""Very basic example of using a sprite image to draw a shape more similar
how you would do it in a real game instead of the simple line drawings used
by the other examples.
"""
__version__ = "$Id:$"
__docformat__ = "reStructuredText"
import math, random
import pygame
from pygame.locals import *
from pygame.color import *
import pymunk
from pymunk import Vec2d
def flipy(y):
"""Small hack to convert chipmunk physics to pygame coordinates"""
return -y+600
def main():
pygame.init()
screen = pygame.display.set_mode((600, 600))
clock = pygame.time.Clock()
running = True
### Physics stuff
space = pymunk.Space()
space.gravity = Vec2d(0.0, -900.0)
## logo
logo_img = pygame.image.load("pymunk_logo_googlecode.png")
logos = []
### Static line
static_lines = [pymunk.Segment(space.static_body, (11.0, 280.0), (407.0, 246.0), 0.0)
,pymunk.Segment(space.static_body, (407.0, 246.0), (407.0, 343.0), 0.0)
]
for l in static_lines:
l.friction = 0.5
space.add(static_lines)
ticks_to_next_spawn = 10
while running:
for event in pygame.event.get():
if event.type == QUIT:
running = False
elif event.type == KEYDOWN and event.key == K_ESCAPE:
running = False
elif event.type == KEYDOWN and event.key == K_p:
pygame.image.save(screen, "using_sprites.png")
ticks_to_next_spawn -= 1
if ticks_to_next_spawn <= 0:
ticks_to_next_spawn = 100
x = random.randint(20,400)
y = 500
angle = random.random() * math.pi
vs = [(-23,26), (23,26), (0,-26)]
mass = 10
moment = pymunk.moment_for_poly(mass, vs)
body = pymunk.Body(mass, moment)
shape = pymunk.Poly(body, vs)
shape.friction = 0.5
body.position = x, y
body.angle = angle
space.add(body, shape)
logos.append(shape)
### Update physics
dt = 1.0/60.0
for x in range(1):
space.step(dt)
### Draw stuff
screen.fill(THECOLORS["black"])
for logo_shape in logos:
# image draw
p = logo_shape.body.position
p = Vec2d(p.x, flipy(p.y))
# we need to rotate 180 degrees because of the y coordinate flip
angle_degrees = math.degrees(logo_shape.body.angle) + 180
rotated_logo_img = pygame.transform.rotate(logo_img, angle_degrees)
offset = Vec2d(rotated_logo_img.get_size()) / 2.
p = p - offset
screen.blit(rotated_logo_img, p)
# debug draw
ps = [p.rotated(logo_shape.body.angle) + logo_shape.body.position for p in logo_shape.get_vertices()]
ps = [(p.x, flipy(p.y)) for p in ps]
ps += [ps[0]]
pygame.draw.lines(screen, THECOLORS["red"], False, ps, 1)
for line in static_lines:
body = line.body
pv1 = body.position + line.a.rotated(body.angle)
pv2 = body.position + line.b.rotated(body.angle)
p1 = pv1.x, flipy(pv1.y)
p2 = pv2.x, flipy(pv2.y)
pygame.draw.lines(screen, THECOLORS["lightgray"], False, [p1,p2], 2)
### Flip screen
pygame.display.flip()
clock.tick(50)
pygame.display.set_caption("fps: " + str(clock.get_fps()))
if __name__ == '__main__':
main()