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version03.py
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executable file
·267 lines (209 loc) · 8.27 KB
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import sys
import random
import os
import pygame
import pymunk
from pygame.locals import *
from pygame.color import *
from pymunk import Vec2d
__version__ = 0.3
def to_pygame(point):
"""Hack to convert pymunk to pygame coordinates"""
return int(point.x), int(-point.y+500)
def background_image(file_name, colorkey=None):
full_path = os.path.join('assets', file_name)
print full_path
try:
image = pygame.image.load(full_path)
except pygame.error, message:
print 'Cannot load image', full_path
raise SystemExit, message
image = image.convert()
if colorkey is not None:
if colorkey is -1:
colorkey = image.get_at((0, 0))
image.set_colorkey(colorkey, RLEACCEL)
return image, image.get_rect()
def load_image(file_name, colorkey=None):
full_path = os.path.join('assets', file_name)
print full_path
try:
image = pygame.image.load(full_path)
except pygame.error, message:
print 'Cannot load image', full_path
raise SystemExit, message
#image = image.convert()
#if colorkey is not None:
# if colorkey is -1:
# colorkey = image.get_at((0, 0))
# image.set_colorkey(colorkey, RLEACCEL)
return image, image.get_rect()
class GameSprite(pygame.sprite.Sprite):
def __init__(self, file_name, colorkey=None):
self.image, self.rect = load_image(file_name)
def main():
# Primatians - woo
print "Running Python version:", sys.version
print "Running PyGame version:", pygame.ver
print "Running PyMunk version:", pymunk.version
print "Running Primatians version:", __version__
pygame.init()
screen = pygame.display.set_mode((800, 500), pygame.RESIZABLE)
bg, bg_rect = background_image('rainforest.jpg')
screen.blit(bg, (0, 0))
pygame.display.set_caption("Primatians - A Nanho Games Production")
clock = pygame.time.Clock()
running = True
# Physics stuff
space = pymunk.Space(50)
space.gravity = (90, -90.0)
# Balls
balls = []
mass = 1
radius = 25
inertia = pymunk.moment_for_circle(mass, 0, radius, (0, 0))
body = pymunk.Body(mass, inertia)
x = random.randint(0, 500)
body.position = 400, 400
shape = pymunk.Circle(body, radius, (0, 0))
shape.elasticity = 0.95
space.add(body, shape)
balls.append(shape)
# Primates
primates = []
mass = 1
radius = 25
inertia = pymunk.moment_for_circle(mass, 0, radius, (0, 0))
body = pymunk.Body(mass, inertia)
x = random.randint(0, 500)
body.position = 10, 10
shape = pymunk.Circle(body, radius, (0, 0))
shape.elasticity = 0.95
space.add(body, shape)
primates.append(shape)
# Walls first
static_body = pymunk.Body()
# x1,y1, x2,y2
static_lines = [pymunk.Segment(static_body, (0.0, 0.0), (0.0, 500.0), 5.0),
pymunk.Segment(static_body, (0.0, 500.0), (800.0, 500.0), 5.0),
pymunk.Segment(static_body, (800.0, 500.0), (800.0, 0.0), 5.0),
pymunk.Segment(static_body, (800.0, 0.0), (0.0, 0.0), 5.0)
]
for line in static_lines:
line.elasticity = 0.7
line.group = 1
space.add(static_lines)
# Some Logs
static_logs = [pymunk.Segment(static_body, (200, 250), (600, 250), 5)]
for logs in static_logs:
logs.elasticity = 1
logs.group = 1
space.add(static_logs)
# Add Flippers ( handler tree logs)
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 = 750, 10
r_flipper_shape = pymunk.Poly(r_flipper_body, fp)
space.add(r_flipper_body, r_flipper_shape)
r_flipper_joint_body = pymunk.Body()
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 = 10, 10
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()
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
# sprites
ball_sprite = GameSprite('banana-small.png')
primate1_sprite = GameSprite('primate2.png')
#ball_sprite = pygame.image.load('assets/banana-small.png')
#primate1_sprite = pygame.image.load('assets/primate2.png')
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_z:
l_flipper_body.apply_impulse(Vec2d.unit() * -40000, (-100, 0))
elif event.type == KEYDOWN and event.key == K_x:
r_flipper_body.apply_impulse(Vec2d.unit() * 40000, (-100, 0))
# Draw
# backgroundLayer.draw()
#screen.fill(THECOLORS["darkolivegreen"])
screen.blit(bg, (0, 0))
# Draw lines
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 = to_pygame(pv1)
p2 = to_pygame(pv2)
pygame.draw.lines(screen, THECOLORS["black"], False, [p1, p2])
# Draw logs
for log in static_logs:
body = log.body
pv1 = body.position + log.a.rotated(body.angle)
pv2 = body.position + log.b.rotated(body.angle)
p1 = to_pygame(pv1)
p2 = to_pygame(pv2)
pygame.draw.lines(screen, THECOLORS["brown"], False, [p1,p2])
for ball in balls:
p = to_pygame(ball.body.position)
#angle_degrees = math.degrees(ball.body.angle) + 180
#rotated_logo_img = pygame.transform.rotate(ball_sprite, angle_degrees)
#offset = Vec2d(rotated_logo_img.get_size()) / 2.
#x, y = ball.get_points()[0]
#p = Vec2d(x,y)
#p = p - offset
screen.blit(ball_sprite.image, p)
ball_sprite.rect.center = p
pygame.draw.circle(screen, THECOLORS["yellow"], p, int(ball.radius), 2)
for primate in primates:
p = to_pygame(primate.body.position)
screen.blit(primate1_sprite.image, p)
primate1_sprite.rect.center = p
r_flipper_body.position = 790, 10
l_flipper_body.position = 10, 10
r_flipper_body.velocity = l_flipper_body.velocity = 0,0
for f in [r_flipper_shape, l_flipper_shape]:
ps = f.get_points()
ps.append(ps[0])
ps = map(to_pygame, ps)
color = THECOLORS["burlywood4"]
# we need to rotate 180 degrees because of the y coordinate flip
# angle_degrees = math.degrees(f.body.angle) + 180
# rotated_logo_img = pygame.transform.rotate(log_sprite, angle_degrees)
# offset = Vec2d(rotated_logo_img.get_size()) / 2.
# x, y = f.get_points()[0]
# p = Vec2d(x,y)
# p = p - offset
# screen.blit(log_sprite, p)
#pygame.draw.lines(screen, color, False, ps)
pygame.draw.polygon(screen, color, ps, 0)
#if pygame.sprite.spritecollide(primate1_sprite, [ball_sprite], 1):
if pygame.sprite.collide_rect(primate1_sprite, ball_sprite):
print primate1_sprite.rect
print ball_sprite.rect
print 'Sprites Collide'
# Update physics
dt = 1.0/60.0/5
for x in range(5):
space.step(dt)
pygame.display.flip()
clock.tick(50)
if __name__ == '__main__':
sys.exit(main())