#!/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, b2_linearSlop) class OneSidedPlatform (Framework): name = "One-sided Platform" description = ("Try to move the shape with the mouse through the platform " "from all directions") def __init__(self): super(OneSidedPlatform, self).__init__() # The ground ground = self.world.CreateBody( shapes=b2EdgeShape(vertices=[(-20, 0), (20, 0)]) ) # The platform half_height = 0.5 ypos = 10 body = self.world.CreateBody( position=(0, ypos), shapes=b2PolygonShape(box=(3, half_height)) ) self.platform = body.fixtures[0] # The circular character self.character_radius = 0.5 body = self.world.CreateDynamicBody( position=(0, 12), fixtures=b2FixtureDef(shape=b2CircleShape( radius=self.character_radius), density=1.0), ) self.character = body.fixtures[0] body.linearVelocity = (0, -50) self.bottom = ypos - half_height # The bottom of the platform self.top = ypos + half_height # The top of the platform self.state = 'unknown' def PreSolve(self, contact, oldManifold): super(OneSidedPlatform, self).PreSolve(contact, oldManifold) # Make sure we're dealing with the platform and the character if (contact.fixtureA != self.platform and contact.fixtureA != self.character): return if (contact.fixtureB != self.platform and contact.fixtureB != self.character): return # If below the top of the platform, disable the collision response pos = (self.character.body.position.y - self.character_radius + 3.0 * b2_linearSlop) if pos < self.top: contact.enabled = False if __name__ == "__main__": main(OneSidedPlatform)