#!/usr/bin/env python # -*- coding: utf-8 -*- """ An attempt at some simple, self-contained pygame-based examples. Example 02 In short: One static body: + One fixture: big polygon to represent the ground Two dynamic bodies: + One fixture: a polygon + One fixture: a circle And some drawing code that extends the shape classes. kne """ import pygame from pygame.locals import (QUIT, KEYDOWN, K_ESCAPE) import Box2D # The main library # Box2D.b2 maps Box2D.b2Vec2 to vec2 (and so on) from Box2D.b2 import (world, polygonShape, circleShape, staticBody, dynamicBody) # --- constants --- # Box2D deals with meters, but we want to display pixels, # so define a conversion factor: PPM = 20.0 # pixels per meter TARGET_FPS = 60 TIME_STEP = 1.0 / TARGET_FPS SCREEN_WIDTH, SCREEN_HEIGHT = 640, 480 # --- pygame setup --- screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), 0, 32) pygame.display.set_caption('Simple pygame example') clock = pygame.time.Clock() # --- pybox2d world setup --- # Create the world world = world(gravity=(0, -10), doSleep=True) # And a static body to hold the ground shape ground_body = world.CreateStaticBody( position=(0, 0), shapes=polygonShape(box=(50, 1)), ) # Create a couple dynamic bodies body = world.CreateDynamicBody(position=(20, 45)) circle = body.CreateCircleFixture(radius=0.5, density=1, friction=0.3) body = world.CreateDynamicBody(position=(30, 45), angle=15) box = body.CreatePolygonFixture(box=(2, 1), density=1, friction=0.3) colors = { staticBody: (255, 255, 255, 255), dynamicBody: (127, 127, 127, 255), } # Let's play with extending the shape classes to draw for us. def my_draw_polygon(polygon, body, fixture): vertices = [(body.transform * v) * PPM for v in polygon.vertices] vertices = [(v[0], SCREEN_HEIGHT - v[1]) for v in vertices] pygame.draw.polygon(screen, colors[body.type], vertices) polygonShape.draw = my_draw_polygon def my_draw_circle(circle, body, fixture): position = body.transform * circle.pos * PPM position = (position[0], SCREEN_HEIGHT - position[1]) pygame.draw.circle(screen, colors[body.type], [int( x) for x in position], int(circle.radius * PPM)) # Note: Python 3.x will enforce that pygame get the integers it requests, # and it will not convert from float. circleShape.draw = my_draw_circle # --- main game loop --- running = True while running: # Check the event queue for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): # The user closed the window or pressed escape running = False screen.fill((0, 0, 0, 0)) # Draw the world for body in world.bodies: for fixture in body.fixtures: fixture.shape.draw(body, fixture) # Make Box2D simulate the physics of our world for one step. world.Step(TIME_STEP, 10, 10) # Flip the screen and try to keep at the target FPS pygame.display.flip() clock.tick(TARGET_FPS) pygame.quit() print('Done!')