本文整理汇总了Python中pymunk.moment_for_circle方法的典型用法代码示例。如果您正苦于以下问题:Python pymunk.moment_for_circle方法的具体用法?Python pymunk.moment_for_circle怎么用?Python pymunk.moment_for_circle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.moment_for_circle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 moment_for_circle [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2: add_ball
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import moment_for_circle [as 别名]
def add_ball(space):
mass = 0.01
radius = 3
inertia = pymunk.moment_for_circle(mass, 0, radius, (0,0))
x = random.randint(181,182)
body = pymunk.Body(mass, inertia)
body._bodycontents.v_limit = 120
body._bodycontents.h_limit = 1
body.position = x, 410
shape = pymunk.Circle(body, radius, (0,0))
shape.collision_type = 0x6 #liquid
space.add(body, shape)
return shape
示例3: __init__
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import moment_for_circle [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4: __init__
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import moment_for_circle [as 别名]
def __init__(self, space, x, y, radius, mass, static, cosmetic=False):
if not cosmetic:
moment = pymunk.moment_for_circle(mass, 0, radius)
if static:
self.body = pymunk.Body(mass, moment, pymunk.Body.STATIC)
else:
self.body = pymunk.Body(mass, moment)
self.body.position = x, y
self.shape = pymunk.Circle(self.body, radius)
space.add(self.body, self.shape)
self.static = static
self._draw_radius_line = False
self._x = x
self._y = y
self._radius = radius
super().__init__(cosmetic)
示例5: init_pockets
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import moment_for_circle [as 别名]
def init_pockets(space):
pockets = []
for i in [(44.1, 44.1), (755.9, 44.1), (755.9, 755.9), (44.1, 755.9)]:
inertia = pymunk.moment_for_circle(0.1, 0, POCKET_RADIUS, (0, 0))
body = pymunk.Body(0.1, inertia)
body.position = i
shape = pymunk.Circle(body, POCKET_RADIUS, (0, 0))
shape.color = POCKET_COLOR
shape.collision_type = 2
shape.filter = pymunk.ShapeFilter(categories=0b1000)
space.add(body, shape)
pockets.append(shape)
del body
del shape
return pockets
# Initialize striker with force
示例6: init_striker
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import moment_for_circle [as 别名]
def init_striker(space, x, passthrough, action, player):
inertia = pymunk.moment_for_circle(STRIKER_MASS, 0, STRIKER_RADIUS, (0, 0))
body = pymunk.Body(STRIKER_MASS, inertia)
if player == 1:
body.position = (action[0], 140)
if player == 2:
body.position = (action[0], BOARD_SIZE - 140)
body.apply_force_at_world_point((cos(action[1]) * action[2], sin(
action[1]) * action[2]), body.position + (STRIKER_RADIUS * 0, STRIKER_RADIUS * 0))
shape = pymunk.Circle(body, STRIKER_RADIUS, (0, 0))
shape.elasticity = STRIKER_ELASTICITY
shape.color = STRIKER_COLOR
mask = pymunk.ShapeFilter.ALL_MASKS ^ passthrough.filter.categories
sf = pymunk.ShapeFilter(mask=mask)
shape.filter = sf
shape.collision_type = 2
space.add(body, shape)
return [body, shape]
# Adds coins to the board at the given coordinates
示例7: init_striker
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import moment_for_circle [as 别名]
def init_striker(space, x, passthrough, action, player):
inertia = pymunk.moment_for_circle(STRIKER_MASS, 0, STRIKER_RADIUS, (0, 0))
body = pymunk.Body(STRIKER_MASS, inertia)
if player == 1:
body.position = (action[0], 145)
if player == 2:
body.position = (action[0], BOARD_SIZE - 136)
body.apply_force_at_world_point((cos(action[1]) * action[2], sin(
action[1]) * action[2]), body.position + (STRIKER_RADIUS * 0, STRIKER_RADIUS * 0))
shape = pymunk.Circle(body, STRIKER_RADIUS, (0, 0))
shape.elasticity = STRIKER_ELASTICITY
shape.color = STRIKER_COLOR
mask = pymunk.ShapeFilter.ALL_MASKS ^ passthrough.filter.categories
sf = pymunk.ShapeFilter(mask=mask)
shape.filter = sf
shape.collision_type = 2
space.add(body, shape)
return [body, shape]
# Adds coins to the board at the given coordinates
示例8: init_pockets
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import moment_for_circle [as 别名]
def init_pockets(space):
pockets = []
for i in [(44.1, 43.1), (756.5, 43), (756.5, 756.5), (44, 756.5)]:
inertia = pymunk.moment_for_circle(0.1, 0, POCKET_RADIUS, (0, 0))
body = pymunk.Body(0.1, inertia)
body.position = i
shape = pymunk.Circle(body, POCKET_RADIUS, (0, 0))
shape.color = POCKET_COLOR
shape.collision_type = 2
shape.filter = pymunk.ShapeFilter(categories=0b1000)
space.add(body, shape)
pockets.append(shape)
del body
del shape
return pockets
# Initialize striker with force
示例9: create_cat
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import moment_for_circle [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10: create_car
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import moment_for_circle [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11: create_cat
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import moment_for_circle [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 = 800, 200
self.cat_shape = pymunk.Circle(self.cat_body, 30)
self.cat_shape.color = THECOLORS["orange"]
self.car_shape.elasticity = 1.0
self.cat_shape.angle = 0.5
self.space.add(self.cat_body, self.cat_shape)
示例12: create_car
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import moment_for_circle [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13: create_car
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import moment_for_circle [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14: __init__
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import moment_for_circle [as 别名]
def __init__(self, x, y, r, *args, **kwargs):
mass = 10
self.body = pymunk.Body(mass,
pymunk.moment_for_circle(mass, 0, r, (0, 0))) # Create a Body with mass and moment
self.body.position = x, y
# Create a box shape and attach to body
self.shape = pymunk.Circle(self.body, r, offset=(0, 0))
self.shape.elasticity = 0.99999
self.shape.friction = 0.8
self.gui_circle_figure = None
示例15: __init__
# 需要导入模块: import pymunk [as 别名]
# 或者: from pymunk import moment_for_circle [as 别名]
def __init__(self, x, y, r, *args, **kwargs):
mass = 10
self.body = pymunk.Body(mass,
pymunk.moment_for_circle(mass, 0, r, (0, 0))) # Create a Body with mass and moment
self.body.position = x, y
self.shape = pymunk.Circle(self.body, r, offset=(0, 0)) # Create a box shape and attach to body
self.shape.elasticity = 0.99999
self.shape.friction = 0.8
self.gui_circle_figure = None