#!/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. """ A simple, minimal Pygame-based backend. It will only draw and support very basic keyboard input (ESC to quit). There are no main dependencies other than the actual test you are running. Note that this only relies on framework.py for the loading of this backend, and holding the Keys class. If you write a test that depends only on this backend, you can remove references to that file here and import this module directly in your test. To use this backend, try: % python -m examples.web --backend simple NOTE: Examples with Step() re-implemented are not yet supported, as I wanted to do away with the Settings class. This means the following will definitely not work: Breakable, Liquid, Raycast, TimeOfImpact, ... (incomplete) """ import pygame from pygame.locals import (QUIT, KEYDOWN, KEYUP) import Box2D from Box2D.b2 import (world, staticBody, dynamicBody, kinematicBody, polygonShape, circleShape, edgeShape, loopShape) TARGET_FPS = 60 PPM = 10.0 TIMESTEP = 1.0 / TARGET_FPS VEL_ITERS, POS_ITERS = 10, 10 SCREEN_WIDTH, SCREEN_HEIGHT = 800, 600 SCREEN_OFFSETX, SCREEN_OFFSETY = SCREEN_WIDTH * 1.0 / 2.0, SCREEN_HEIGHT * 2.0 / 3 colors = { staticBody: (255, 255, 255, 255), dynamicBody: (127, 127, 127, 255), kinematicBody: (127, 127, 230, 255), } def fix_vertices(vertices): return [(int(SCREEN_OFFSETX + v[0]), int(SCREEN_OFFSETY - v[1])) for v in vertices] def _draw_polygon(polygon, screen, body, fixture): transform = body.transform vertices = fix_vertices([transform * v * PPM for v in polygon.vertices]) pygame.draw.polygon( screen, [c / 2.0 for c in colors[body.type]], vertices, 0) pygame.draw.polygon(screen, colors[body.type], vertices, 1) polygonShape.draw = _draw_polygon def _draw_circle(circle, screen, body, fixture): position = fix_vertices([body.transform * circle.pos * PPM])[0] pygame.draw.circle(screen, colors[body.type], position, int(circle.radius * PPM)) circleShape.draw = _draw_circle def _draw_edge(edge, screen, body, fixture): vertices = fix_vertices( [body.transform * edge.vertex1 * PPM, body.transform * edge.vertex2 * PPM]) pygame.draw.line(screen, colors[body.type], vertices[0], vertices[1]) edgeShape.draw = _draw_edge def _draw_loop(loop, screen, body, fixture): transform = body.transform vertices = fix_vertices([transform * v * PPM for v in loop.vertices]) v1 = vertices[-1] for v2 in vertices: pygame.draw.line(screen, colors[body.type], v1, v2) v1 = v2 loopShape.draw = _draw_loop def draw_world(screen, world): # Draw the world for body in world.bodies: for fixture in body.fixtures: fixture.shape.draw(screen, body, fixture) class Keys(object): pass # The following import is only needed to do the initial loading and # overwrite the Keys class. import framework # Set up the keys (needed as the normal framework abstracts them between # backends) keys = [s for s in dir(pygame.locals) if s.startswith('K_')] for key in keys: value = getattr(pygame.locals, key) setattr(Keys, key, value) framework.Keys = Keys class SimpleFramework(object): name = 'None' description = '' def __init__(self): self.world = world() print('Initializing pygame framework...') # Pygame Initialization pygame.init() caption = "Python Box2D Testbed - Simple backend - " + self.name pygame.display.set_caption(caption) # Screen and debug draw self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) self.font = pygame.font.Font(None, 15) self.groundbody = self.world.CreateBody() def run(self): """ Main loop. Updates the world and then the screen. """ running = True clock = pygame.time.Clock() while running: for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == Keys.K_ESCAPE): running = False elif event.type == KEYDOWN: self.Keyboard(event.key) elif event.type == KEYUP: self.KeyboardUp(event.key) self.screen.fill((0, 0, 0)) self.textLine = 15 # Step the world self.world.Step(TIMESTEP, VEL_ITERS, POS_ITERS) self.world.ClearForces() draw_world(self.screen, self.world) # Draw the name of the test running self.Print(self.name, (127, 127, 255)) if self.description: # Draw the name of the test running for s in self.description.split('\n'): self.Print(s, (127, 255, 127)) pygame.display.flip() clock.tick(TARGET_FPS) self.fps = clock.get_fps() self.world.contactListener = None self.world.destructionListener = None self.world.renderer = None def Print(self, str, color=(229, 153, 153, 255)): """ Draw some text at the top status lines and advance to the next line. """ self.screen.blit(self.font.render( str, True, color), (5, self.textLine)) self.textLine += 15 def Keyboard(self, key): """ Callback indicating 'key' has been pressed down. The keys are mapped after pygame's style. from .framework import Keys if key == Keys.K_z: ... """ pass def KeyboardUp(self, key): """ Callback indicating 'key' has been released. See Keyboard() for key information """ pass