#!/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, main) from Box2D import (b2CircleShape, b2EdgeShape, b2FixtureDef, b2PolygonShape) def create_bridge(world, ground, size, offset, plank_count, friction=0.6, density=1.0): """ Create a bridge with plank_count planks, utilizing rectangular planks of size (width, height). The bridge should start at x_offset, and continue to roughly x_offset+width*plank_count. The y will not change. """ width, height = size x_offset, y_offset = offset half_height = height / 2 plank = b2FixtureDef( shape=b2PolygonShape(box=(width / 2, height / 2)), friction=friction, density=density, ) bodies = [] prevBody = ground for i in range(plank_count): body = world.CreateDynamicBody( position=(x_offset + width * i, y_offset), fixtures=plank, ) bodies.append(body) world.CreateRevoluteJoint( bodyA=prevBody, bodyB=body, anchor=(x_offset + width * (i - 0.5), y_offset) ) prevBody = body world.CreateRevoluteJoint( bodyA=prevBody, bodyB=ground, anchor=(x_offset + width * (plank_count - 0.5), y_offset), ) return bodies class Bridge (Framework): name = "Bridge" numPlanks = 30 # Number of planks in the bridge def __init__(self): super(Bridge, self).__init__() # The ground ground = self.world.CreateBody( shapes=b2EdgeShape(vertices=[(-40, 0), (40, 0)]) ) create_bridge(self.world, ground, (1.0, 0.25), (-14.5, 5), self.numPlanks, 0.2, 20) fixture = b2FixtureDef( shape=b2PolygonShape(vertices=[(-0.5, 0.0), (0.5, 0.0), (0.0, 1.5), ]), density=1.0 ) for i in range(2): self.world.CreateDynamicBody( position=(-8 + 8 * i, 12), fixtures=fixture, ) fixture = b2FixtureDef(shape=b2CircleShape(radius=0.5), density=1) for i in range(3): self.world.CreateDynamicBody( position=(-6 + 6 * i, 10), fixtures=fixture, ) if __name__ == "__main__": main(Bridge)