本文整理汇总了Python中pymunk.Vec2d方法的典型用法代码示例。如果您正苦于以下问题:Python pymunk.Vec2d方法的具体用法?Python pymunk.Vec2d怎么用?Python pymunk.Vec2d使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类pymunk
的用法示例。
在下文中一共展示了pymunk.Vec2d方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: __init__
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import Vec2d [as 别名]
def __init__(self, pos, length, height, space, mass=5.0):
moment = 1000
body = pm.Body(mass, moment)
body.position = Vec2d(pos)
shape = pm.Poly.create_box(body, (length, height))
shape.color = (0, 0, 255)
shape.friction = 0.5
shape.collision_type = 2
space.add(body, shape)
self.body = body
self.shape = shape
wood = pygame.image.load("../resources/images/wood.png").convert_alpha()
wood2 = pygame.image.load("../resources/images/wood2.png").convert_alpha()
rect = pygame.Rect(251, 357, 86, 22)
self.beam_image = wood.subsurface(rect).copy()
rect = pygame.Rect(16, 252, 22, 84)
self.column_image = wood2.subsurface(rect).copy()
示例2: __init__
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import Vec2d [as 别名]
def __init__(self, distance, angle, x, y, space):
self.life = 20
mass = 5
radius = 12
inertia = pm.moment_for_circle(mass, 0, radius, (0, 0))
body = pm.Body(mass, inertia)
body.position = x, y
power = distance * 53
impulse = power * Vec2d(1, 0)
angle = -angle
body.apply_impulse_at_local_point(impulse.rotated(angle))
shape = pm.Circle(body, radius, (0, 0))
shape.elasticity = 0.95
shape.friction = 1
shape.collision_type = 0
space.add(body, shape)
self.body = body
self.shape = shape
示例3: __init__
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import Vec2d [as 别名]
def __init__(self, position, length, height, space, mass=5.0):
value_moment = 1000
body_obj = pym.Body(mass, value_moment)
body_obj.position = Vec2d(position)
shape_obj = pym.Poly.create_box(body_obj, (length, height))
shape_obj.color = (0, 0, 255)
shape_obj.friction = 0.5
shape_obj.collision_type = 2 #adding to check collision later
space.add(body_obj, shape_obj)
self.body = body_obj
self.shape = shape_obj
wood_photo = pg.image.load("../res/photos/wood.png").convert_alpha()
wood2_photo = pg.image.load("../res/photos/wood2.png").convert_alpha()
rect_wood = pg.Rect(251, 357, 86, 22)
self.beam_image = wood_photo.subsurface(rect_wood).copy()
rect_wood2 = pg.Rect(16, 252, 22, 84)
self.column_image = wood2_photo.subsurface(rect_wood2).copy()
示例4: draw_poly
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import Vec2d [as 别名]
def draw_poly(self, element, screen):
"""Draw beams and columns"""
polygon = self.shape
if element == 'beams':
pos = polygon.body.position
pos = Vec2d(self.convert_to_pygame(pos))
angle_degrees = math.degrees(polygon.body.angle)
rotated_beam = pg.transform.rotate(self.beam_image,
angle_degrees)
offset = Vec2d(rotated_beam.get_size()) / 2.
pos = pos - offset
final_pos = pos
screen.blit(rotated_beam, (final_pos.x, final_pos.y))
if element == 'columns':
pos = polygon.body.position
pos = Vec2d(self.convert_to_pygame(pos))
angle_degrees = math.degrees(polygon.body.angle) + 180
rotated_column = pg.transform.rotate(self.column_image,
angle_degrees)
offset = Vec2d(rotated_column.get_size()) / 2.
pos = pos - offset
final_pos = pos
screen.blit(rotated_column, (final_pos.x, final_pos.y))
示例5: __init__
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import Vec2d [as 别名]
def __init__(self, distance, angle, x_pos, y_pos, space):
weight = 5
r = 12 #radius
value_of_inertia = p.moment_for_circle(weight, 0, r, (0, 0))
obj_body = p.Body(weight, value_of_inertia)
obj_body.position = x_pos, y_pos
power_value = distance * 53
impulse = power_value * Vec2d(1, 0)
angle = -angle
obj_body.apply_impulse_at_local_point(impulse.rotated(angle))
obj_shape = p.Circle(obj_body, r, (0, 0))
obj_shape.elasticity = 0.95 #bouncing angry bird
obj_shape.friction = 1 #for roughness
obj_shape.collision_type = 0 #for checking collisions later
space.add(obj_body, obj_shape)
#class RoundBird attribute ----
self.body = obj_body
self.shape = obj_shape
示例6: _draw
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import Vec2d [as 别名]
def _draw(self, screen):
if self._cosmetic:
p = (self._x, self._y)
else:
p = to_pygame(self.body.position)
pygame.draw.circle(screen, self.color, p, int(self._radius), 0)
if self.draw_radius_line:
if self._cosmetic:
p2 = (self._x+self._radius, self._y)
else:
circle_edge = self.body.position + pymunk.Vec2d(self.shape.radius, 0).rotated(self.body.angle)
p2 = to_pygame(circle_edge)
pygame.draw.lines(screen, pygame.Color('black'), False, [p, p2], 1)
示例7: create_cat
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import Vec2d [as 别名]
def create_cat(self):
inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
self.cat_body = pymunk.Body(1, inertia)
self.cat_body.position = 50, height - 100
self.cat_shape = pymunk.Circle(self.cat_body, 30)
self.cat_shape.color = THECOLORS["orange"]
self.cat_shape.elasticity = 1.0
self.cat_shape.angle = 0.5
direction = Vec2d(1, 0).rotated(self.cat_body.angle)
self.space.add(self.cat_body, self.cat_shape)
示例8: create_car
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import Vec2d [as 别名]
def create_car(self, x, y, r):
inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
self.car_body = pymunk.Body(1, inertia)
self.car_body.position = x, y
self.car_shape = pymunk.Circle(self.car_body, 25)
self.car_shape.color = THECOLORS["green"]
self.car_shape.elasticity = 1.0
self.car_body.angle = r
driving_direction = Vec2d(1, 0).rotated(self.car_body.angle)
self.car_body.apply_impulse(driving_direction)
self.space.add(self.car_body, self.car_shape)
示例9: move_obstacles
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import Vec2d [as 别名]
def move_obstacles(self):
# Randomly move obstacles around.
for obstacle in self.obstacles:
speed = random.randint(1, 5)
direction = Vec2d(1, 0).rotated(self.car_body.angle + random.randint(-2, 2))
obstacle.velocity = speed * direction
示例10: draw_poly
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import Vec2d [as 别名]
def draw_poly(self, element, screen):
"""Draw beams and columns"""
poly = self.shape
ps = poly.get_vertices()
ps.append(ps[0])
ps = map(self.to_pygame, ps)
ps = list(ps)
color = (255, 0, 0)
pygame.draw.lines(screen, color, False, ps)
if element == 'beams':
p = poly.body.position
p = Vec2d(self.to_pygame(p))
angle_degrees = math.degrees(poly.body.angle) + 180
rotated_logo_img = pygame.transform.rotate(self.beam_image,
angle_degrees)
offset = Vec2d(rotated_logo_img.get_size()) / 2.
p = p - offset
np = p
screen.blit(rotated_logo_img, (np.x, np.y))
if element == 'columns':
p = poly.body.position
p = Vec2d(self.to_pygame(p))
angle_degrees = math.degrees(poly.body.angle) + 180
rotated_logo_img = pygame.transform.rotate(self.column_image,
angle_degrees)
offset = Vec2d(rotated_logo_img.get_size()) / 2.
p = p - offset
np = p
screen.blit(rotated_logo_img, (np.x, np.y))
示例11: create_car
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import Vec2d [as 别名]
def create_car(self, x, y, r):
inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
self.car_body = pymunk.Body(1, inertia)
self.car_body.position = x, y
self.car_shape = pymunk.Circle(self.car_body, 15)
self.car_shape.color = THECOLORS["green"]
self.car_shape.elasticity = 1.0
self.car_body.angle = r
self.driving_direction = Vec2d(1, 0).rotated(self.car_body.angle)
self.car_body.apply_impulse(self.driving_direction)
self.space.add(self.car_body, self.car_shape)
示例12: move_cat
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import Vec2d [as 别名]
def move_cat(self):
speed = random.randint(50, 120)
self.cat_body.angle -= random.randint(-1, 1)
direction = Vec2d(1, 0).rotated(self.cat_body.angle)
self.cat_body.velocity = speed * direction
示例13: position
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import Vec2d [as 别名]
def position(self, value):
position = pymunk.Vec2d(*value)
delta = position - self.main_body.position
for obj in self.pymunk_objects:
try:
obj.position += delta
except AttributeError:
continue
示例14: create_car
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import Vec2d [as 别名]
def create_car(self, x, y, r):
inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
self.car_body = pymunk.Body(1, inertia)
self.car_body.position = x, y
self.car_shape = pymunk.Circle(self.car_body, r)
self.car_shape.color = THECOLORS["green"]
self.car_shape.elasticity = 1.0
self.car_body.angle = 1.4
driving_direction = Vec2d(1, 0).rotated(self.car_body.angle)
self.car_body.apply_impulse(driving_direction)
self.space.add(self.car_body, self.car_shape)
示例15: move_cat
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import Vec2d [as 别名]
def move_cat(self):
speed = random.randint(20, 200)
self.cat_body.angle -= random.randint(-1, 1)
direction = Vec2d(1, 0).rotated(self.cat_body.angle)
self.cat_body.velocity = speed * direction