#!/usr/bin/env python # -*- coding: utf-8 -*- # # C++ version Copyright (c) 2006-2007 Erin Catto http://www.box2d.org # Python version Copyright (c) 2010 kne / 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 (b2CircleShape, b2FixtureDef, b2LoopShape, b2PolygonShape, b2RevoluteJointDef, b2_pi) class Pinball (Framework): name = "Pinball" description = ('This tests bullet collision and provides an example of a gameplay scenario.\n' 'Press A to control the flippers.') bodies = [] joints = [] def __init__(self): super(Pinball, self).__init__() # The ground ground = self.world.CreateBody( shapes=b2LoopShape(vertices=[(0, -2), (8, 6), (8, 20), (-8, 20), (-8, 6)]), ) # Flippers p1, p2 = (-2, 0), (2, 0) fixture = b2FixtureDef(shape=b2PolygonShape(box=(1.75, 0.1)), density=1) flipper = {'fixtures': fixture} self.leftFlipper = self.world.CreateDynamicBody( position=p1, **flipper ) self.rightFlipper = self.world.CreateDynamicBody( position=p2, **flipper ) rjd = b2RevoluteJointDef( bodyA=ground, bodyB=self.leftFlipper, localAnchorA=p1, localAnchorB=(0, 0), enableMotor=True, enableLimit=True, maxMotorTorque=1000, motorSpeed=0, lowerAngle=-30.0 * b2_pi / 180.0, upperAngle=5.0 * b2_pi / 180.0, ) self.leftJoint = self.world.CreateJoint(rjd) rjd.motorSpeed = 0 rjd.localAnchorA = p2 rjd.bodyB = self.rightFlipper rjd.lowerAngle = -5.0 * b2_pi / 180.0 rjd.upperAngle = 30.0 * b2_pi / 180.0 self.rightJoint = self.world.CreateJoint(rjd) # Ball self.ball = self.world.CreateDynamicBody( fixtures=b2FixtureDef( shape=b2CircleShape(radius=0.2), density=1.0), bullet=True, position=(1, 15)) self.pressed = False def Keyboard(self, key): if key == Keys.K_a: self.pressed = True def KeyboardUp(self, key): if key == Keys.K_a: self.pressed = False def Step(self, settings): if self.pressed: self.leftJoint.motorSpeed = 20 self.rightJoint.motorSpeed = -20 else: self.leftJoint.motorSpeed = -10 self.rightJoint.motorSpeed = 10 super(Pinball, self).Step(settings) if __name__ == "__main__": main(Pinball)