#!/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.b2 import (edgeShape, polygonShape, fixtureDef) # This test uses the alternative syntax offered by Box2D.b2, so you'll notice # that all of the classes that normally have 'b2' in front of them no longer # do. The choice of which to use is mostly stylistic and is left up to the # user. class Chain (Framework): name = "Chain" def __init__(self): super(Chain, self).__init__() # The ground ground = self.world.CreateBody( shapes=edgeShape(vertices=[(-40, 0), (40, 0)]) ) plank = fixtureDef( shape=polygonShape(box=(0.6, 0.125)), density=20, friction=0.2, ) # Create one Chain (Only the left end is fixed) prevBody = ground y = 25 numPlanks = 30 for i in range(numPlanks): body = self.world.CreateDynamicBody( position=(0.5 + i, y), fixtures=plank, ) # You can try a WeldJoint for a slightly different effect. # self.world.CreateWeldJoint( self.world.CreateRevoluteJoint( bodyA=prevBody, bodyB=body, anchor=(i, y), ) prevBody = body if __name__ == "__main__": main(Chain)