#!/usr/bin/env python # -*- coding: utf-8 -*- # # C++ version Copyright (c) 2006-2007 Erin Catto http://www.box2d.org # Python version by Ken Lauer / 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. from .framework import (Framework, Keys, main) from Box2D import (b2EdgeShape, b2FixtureDef, b2PolygonShape, b2_dynamicBody, b2_kinematicBody, b2_staticBody) class BodyTypes(Framework): name = "Body Types" description = "Change body type keys: (d) dynamic, (s) static, (k) kinematic" speed = 3 # platform speed def __init__(self): super(BodyTypes, self).__init__() # The ground ground = self.world.CreateBody( shapes=b2EdgeShape(vertices=[(-20, 0), (20, 0)]) ) # The attachment self.attachment = self.world.CreateDynamicBody( position=(0, 3), fixtures=b2FixtureDef( shape=b2PolygonShape(box=(0.5, 2)), density=2.0), ) # The platform fixture = b2FixtureDef( shape=b2PolygonShape(box=(4, 0.5)), density=2, friction=0.6, ) self.platform = self.world.CreateDynamicBody( position=(0, 5), fixtures=fixture, ) # The joints joining the attachment/platform and ground/platform self.world.CreateRevoluteJoint( bodyA=self.attachment, bodyB=self.platform, anchor=(0, 5), maxMotorTorque=50, enableMotor=True ) self.world.CreatePrismaticJoint( bodyA=ground, bodyB=self.platform, anchor=(0, 5), axis=(1, 0), maxMotorForce=1000, enableMotor=True, lowerTranslation=-10, upperTranslation=10, enableLimit=True ) # And the payload that initially sits upon the platform # Reusing the fixture we previously defined above fixture.shape.box = (0.75, 0.75) self.payload = self.world.CreateDynamicBody( position=(0, 8), fixtures=fixture, ) def Keyboard(self, key): if key == Keys.K_d: self.platform.type = b2_dynamicBody elif key == Keys.K_s: self.platform.type = b2_staticBody elif key == Keys.K_k: self.platform.type = b2_kinematicBody self.platform.linearVelocity = (-self.speed, 0) self.platform.angularVelocity = 0 def Step(self, settings): super(BodyTypes, self).Step(settings) if self.platform.type == b2_kinematicBody: p = self.platform.transform.position v = self.platform.linearVelocity if ((p.x < -10 and v.x < 0) or (p.x > 10 and v.x > 0)): v.x = -v.x self.platform.linearVelocity = v if __name__ == "__main__": main(BodyTypes)