PyMunk物理引擎-钉板#
它使用PyMunk物理引擎来模拟落入钉板上的球。

pybmunk_pegboard.py#
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 | """ Use Pymunk physics engine. For more info on Pymunk see: https://www.pymunk.org/en/latest/ To install pymunk: pip install pymunk Artwork from https://kenney.nl If Python and Arcade are installed, this example can be run from the command line with: python -m arcade.examples.pymunk_pegboard Click and drag with the mouse to move the boxes. """ import arcade import pymunk import random import timeit import math SCREEN_WIDTH = 800 SCREEN_HEIGHT = 800 SCREEN_TITLE = "Pymunk Pegboard Example" class CircleSprite(arcade.Sprite): def __init__(self, filename, pymunk_shape): super().__init__(filename, center_x=pymunk_shape.body.position.x, center_y=pymunk_shape.body.position.y) self.width = pymunk_shape.radius * 2 self.height = pymunk_shape.radius * 2 self.pymunk_shape = pymunk_shape class MyGame(arcade.Window): """ Main application class. """ def __init__(self, width, height, title): super().__init__(width, height, title) self.peg_list = arcade.SpriteList() self.ball_list: arcade.SpriteList[CircleSprite] = arcade.SpriteList() arcade.set_background_color(arcade.color.DARK_SLATE_GRAY) self.draw_time = 0 self.processing_time = 0 self.time = 0 # -- Pymunk self.space = pymunk.Space() self.space.gravity = (0.0, -900.0) self.static_lines = [] self.ticks_to_next_ball = 10 body = pymunk.Body(body_type=pymunk.Body.STATIC) shape = pymunk.Segment(body, [0, 10], [SCREEN_WIDTH, 10], 0.0) shape.friction = 10 self.space.add(shape, body) self.static_lines.append(shape) body = pymunk.Body(body_type=pymunk.Body.STATIC) shape = pymunk.Segment(body, [SCREEN_WIDTH - 50, 10], [SCREEN_WIDTH, 30], 0.0) shape.friction = 10 self.space.add(shape, body) self.static_lines.append(shape) body = pymunk.Body(body_type=pymunk.Body.STATIC) shape = pymunk.Segment(body, [50, 10], [0, 30], 0.0) shape.friction = 10 self.space.add(shape, body) self.static_lines.append(shape) radius = 20 separation = 150 for row in range(6): for column in range(6): x = column * separation + (separation // 2 * (row % 2)) y = row * separation + separation // 2 body = pymunk.Body(body_type=pymunk.Body.STATIC) body.position = x, y shape = pymunk.Circle(body, radius, pymunk.Vec2d(0, 0)) shape.friction = 0.3 self.space.add(body, shape) sprite = CircleSprite(":resources:images/pinball/bumper.png", shape) self.peg_list.append(sprite) def on_draw(self): """ Render the screen. """ # This command has to happen before we start drawing self.clear() draw_start_time = timeit.default_timer() self.peg_list.draw() self.ball_list.draw() for line in self.static_lines: body = line.body pv1 = body.position + line.a.rotated(body.angle) pv2 = body.position + line.b.rotated(body.angle) arcade.draw_line(pv1.x, pv1.y, pv2.x, pv2.y, arcade.color.WHITE, 2) # Display timings output = f"Processing time: {self.processing_time:.3f}" arcade.draw_text(output, 20, SCREEN_HEIGHT - 20, arcade.color.WHITE, 12) output = f"Drawing time: {self.draw_time:.3f}" arcade.draw_text(output, 20, SCREEN_HEIGHT - 40, arcade.color.WHITE, 12) self.draw_time = timeit.default_timer() - draw_start_time def on_update(self, delta_time): start_time = timeit.default_timer() self.ticks_to_next_ball -= 1 if self.ticks_to_next_ball <= 0: self.ticks_to_next_ball = 20 mass = 0.5 radius = 15 inertia = pymunk.moment_for_circle(mass, 0, radius, (0, 0)) body = pymunk.Body(mass, inertia) x = random.randint(0, SCREEN_WIDTH) y = SCREEN_HEIGHT body.position = x, y shape = pymunk.Circle(body, radius, pymunk.Vec2d(0, 0)) shape.friction = 0.3 self.space.add(body, shape) sprite = CircleSprite(":resources:images/items/gold_1.png", shape) self.ball_list.append(sprite) # Check for balls that fall off the screen for ball in self.ball_list: if ball.pymunk_shape.body.position.y < 0: # Remove balls from physics space self.space.remove(ball.pymunk_shape, ball.pymunk_shape.body) # Remove balls from physics list ball.remove_from_sprite_lists() # Update physics # Use a constant time step, don't use delta_time # See "Game loop / moving time forward" # https://www.pymunk.org/en/latest/overview.html#game-loop-moving-time-forward self.space.step(1 / 60.0) # Move sprites to where physics objects are for ball in self.ball_list: ball.center_x = ball.pymunk_shape.body.position.x ball.center_y = ball.pymunk_shape.body.position.y ball.angle = math.degrees(ball.pymunk_shape.body.angle) self.time = timeit.default_timer() - start_time def main(): MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) arcade.run() if __name__ == "__main__": main() |