Example #1
0
 def __init__(self, bridgeLoc, switchLoc, fallsLeft):
     self.isSwitchHit = False
     # create bridge
     bodyDef = box2d.b2BodyDef()
     bodyDef.position.Set( bridgeLoc[0], bridgeLoc[1] + BridgeAndSwitch.bridgeLength * .5 )
     self.bridgeBody = X2OGame.game.world.CreateBody(bodyDef)
     self.bridgeBody.SetUserData(BRIDGE)
     self.fallsLeft = fallsLeft
     
     shapeDef = box2d.b2PolygonDef()
     shapeDef.SetAsBox(BridgeAndSwitch.bridgeThickness*.5, BridgeAndSwitch.bridgeLength*.5)
     shapeDef.density = 1.0
     shape = self.bridgeBody.CreateShape(shapeDef)
     self.bridgeBody.SetMassFromShapes()
     shape.SetUserData(BRIDGE)
     
     rjd = box2d.b2RevoluteJointDef()
     rjd.Initialize(self.bridgeBody, X2OGame.game.world.GetGroundBody(), box2d.b2Vec2(bridgeLoc[0],bridgeLoc[1]))
     rjd.enableLimit = True
     rjd.lowerAngle = -.05
     rjd.upperAngle = .05
     rjd.collideConnected = True
     
     self.bridgeJoint = X2OGame.game.world.CreateJoint(rjd)
     
     bodyDef2 = box2d.b2BodyDef()
     bodyDef2.position.Set( switchLoc[0], switchLoc[1] + BridgeAndSwitch.switchLength*.5 )
     self.switchBody = X2OGame.game.world.CreateBody(bodyDef2)
     self.switchBody.SetUserData(BRIDGE_SWITCH)
     
     shapeDef2 = box2d.b2PolygonDef()
     shapeDef2.SetAsBox(BridgeAndSwitch.switchThickness*.5, BridgeAndSwitch.switchLength*.5)
     shapeDef2.density = 5.0
     shape2 = self.switchBody.CreateShape(shapeDef2)
     self.switchBody.SetMassFromShapes()
     shape2.SetUserData(BRIDGE_SWITCH)
     
     rjd2 = box2d.b2RevoluteJointDef()
     rjd2.Initialize(self.switchBody, X2OGame.game.world.GetGroundBody(), box2d.b2Vec2(switchLoc[0],switchLoc[1]))
     rjd2.enableLimit = True
     rjd2.lowerAngle = -.02
     rjd2.upperAngle = .02
     rjd2.collideConnected = True
     
     self.switchJoint = X2OGame.game.world.CreateJoint(rjd2)
     BodySprite(self.bridgeBody,BridgeAndSwitch.bridgePicLoc,BridgeAndSwitch.bridgeThickness,BridgeAndSwitch.bridgeLength,0,0,X2OGame.game.worldToScreen,X2OGame.game.screenToWorld)
     BodySprite(self.switchBody,BridgeAndSwitch.switchPicLoc,BridgeAndSwitch.switchThickness,BridgeAndSwitch.switchLength,0,0,X2OGame.game.worldToScreen,X2OGame.game.screenToWorld)
     BodySprite(X2OGame.game.world.GetGroundBody(), BridgeAndSwitch.basePicLoc, BridgeAndSwitch.baseWidth, BridgeAndSwitch.baseHeight, -switchLoc[0], switchLoc[1],X2OGame.game.worldToScreen,X2OGame.game.screenToWorld)
Example #2
0
 def addBody(self,pos,parent):
     bodyDef = box2d.b2BodyDef()
     bodyDef.position.Set(*pos)        
     bodyDef.userData = {'parent':parent, 'id':getID()}
     bodyDef.sleepFlag = True
     bodyDef.UserData = {}
     return self.world.CreateBody(bodyDef)
Example #3
0
    def __init__(self, hingeLoc, opensLeft):
        self.resetTimer = 0
        bodyDef = box2d.b2BodyDef()
        endX = hingeLoc[0] + Launcher.launcherLength
        if opensLeft:
            endX = hingeLoc[0] - Launcher.launcherLength
        bodyDef.position.Set( (hingeLoc[0]+endX) * .5, hingeLoc[1] )
        self.launcherBody = X2OGame.game.world.CreateBody(bodyDef)
        self.launcherBody.SetUserData(LAUNCHER)
        self.opensLeft = opensLeft
        
        shapeDef = box2d.b2PolygonDef()
        shapeDef.SetAsBox(Launcher.launcherLength*.5, Launcher.launcherThickness*.5)
        shapeDef.density = 1.0
        shape = self.launcherBody.CreateShape(shapeDef)
        self.launcherBody.SetMassFromShapes()
        shape.SetUserData(LAUNCHER)
        
        rjd = box2d.b2RevoluteJointDef()
        rjd.Initialize(self.launcherBody, X2OGame.game.world.GetGroundBody(), box2d.b2Vec2(hingeLoc[0],hingeLoc[1]))
        rjd.enableLimit = True
        rjd.lowerAngle = -3.1415 * .333
        rjd.upperAngle = 0
        
        if opensLeft:        
            rjd.lowerAngle = 0
            rjd.upperAngle = 3.1415 * .333

        
        self.hingeJoint = X2OGame.game.world.CreateJoint(rjd)
        
        BodySprite(self.launcherBody,Launcher.launcherPicLoc,Launcher.launcherLength,Launcher.launcherThickness,0,0,X2OGame.game.worldToScreen,X2OGame.game.screenToWorld)
Example #4
0
    def __init__(self, screen_size, gravity=(
            0.0, -9.0), ppm=100.0, renderer='pygame'):
        """ Init the world with boundaries and gravity, and init colors.

            Parameters:
              screen_size .. (w, h) -- screen size in pixels [int]
              gravity ...... (x, y) in m/s^2  [float] default: (0.0, -9.0)
              ppm .......... pixels per meter [float] default: 100.0
              renderer ..... which drawing method to use (str) default: 'pygame'

            Return: class Elements()
        """
        self.set_screenSize(screen_size)
        self.set_drawingMethod(renderer)

        # Create Subclasses
        self.add = add_objects.Add(self)
        self.callbacks = callbacks.CallbackHandler(self)
        self.camera = camera.Camera(self)

        # Gravity + Bodies will sleep on outside
        self.gravity = gravity
        self.doSleep = True

        # Create the World
        self.world = box2d.b2World(self.gravity, self.doSleep)
        bodyDef = box2d.b2BodyDef()
        self.world.groundBody = self.world.CreateBody(bodyDef)

        # Init Colors
        self.init_colors()

        # Set Pixels per Meter
        self.ppm = ppm
Example #5
0
def createGround(game, world, vertexList, thickness, pic):
    list = []
    for i in range(0, len(vertexList)-1):
        va = vertexList[i]
        vb = vertexList[i+1]
        dx = vb[0]-va[0]
        dy = vb[1]-va[1]
        angle = atan2(dy,dx)
        distSqr = dx*dx + dy*dy
        dist = sqrt(distSqr)
        bodyDef = box2d.b2BodyDef()
        bodyDef.position.Set((va[0]+vb[0])*.5, (va[1]+vb[1])*.5)
        body = world.CreateBody(bodyDef)

        shapeDef = box2d.b2PolygonDef()
        shapeDef.SetAsBox(dist*.5, thickness*.5)
        shape = body.CreateShape(shapeDef)
        shape.SetUserData(SCENERY)
        body.SetXForm(body.GetXForm().position,angle)
        BodySprite(body,pic,dist,thickness*3,0,0,game.worldToScreen, game.screenToWorld)
        body.SetUserData(SCENERY)
        list.append( body)
    return list
Example #6
0
    def __init__(self,
                 screen_size,
                 gravity=(0.0, -9.0),
                 ppm=100.0,
                 renderer='pygame'):
        """ Init the world with boundaries and gravity, and init colors.

            Parameters:
              screen_size .. (w, h) -- screen size in pixels [int]
              gravity ...... (x, y) in m/s^2  [float] default: (0.0, -9.0)
              ppm .......... pixels per meter [float] default: 100.0
              renderer ..... which drawing method to use (str) default: 'pygame'

            Return: class Elements()
        """
        self.set_screenSize(screen_size)
        self.set_drawingMethod(renderer)

        # Create Subclasses
        self.add = add_objects.Add(self)
        self.callbacks = callbacks.CallbackHandler(self)
        self.camera = camera.Camera(self)

        # Gravity + Bodies will sleep on outside
        self.gravity = gravity
        self.doSleep = True

        # Create the World
        self.world = box2d.b2World(self.gravity, self.doSleep)
        bodyDef = box2d.b2BodyDef()
        self.world.groundBody = self.world.CreateBody(bodyDef)

        # Init Colors
        self.init_colors()

        # Set Pixels per Meter
        self.ppm = ppm
Example #7
0
    def __init__(self, game, location, bottomGraphicFile, topGraphicFile):
        self.jumpTimer = RollCat.initialJumpTimer
        self.game = game
        self.world = game.world
        self.cachedOnGround = False
        
        self.jumpState = RollCat.NO_GROUND_TOUCH
        
        bodyDef = box2d.b2BodyDef()
        bodyDef.position.Set(location[0], location[1]+1)
        #bodyDef.fixedRotation = True
        body = self.world.CreateBody(bodyDef)
        shapeDef = box2d.b2PolygonDef()
        shapeDef.SetAsBox(1, 1)
        shapeDef.density = 1
        shapeDef.restitution = 0.3
        shapeDef.friction = 1.0
        shape = body.CreateShape(shapeDef)
        shape.SetUserData(-1)
        body.SetMassFromShapes()
        self.torso = body
        self.torso.SetUserData(ROLLCAT_BODY)


        bodyDef3 = box2d.b2BodyDef()
        bodyDef3.position.Set(location[0],location[1])
        body3 = self.world.CreateBody(bodyDef3)

        shapeDef3 = box2d.b2CircleDef()
        shapeDef3.radius = 0.95
        shapeDef3.density = 1
        shapeDef3.restitution = 0.1
        shapeDef3.friction = 3.0
        shape3 = body3.CreateShape(shapeDef3)
        shape3.SetUserData(-1) #don't need
        body3.SetMassFromShapes()
        self.wheel = body3
        self.wheel.SetUserData(ROLLCAT_WHEEL)
        
        sensorDef = box2d.b2CircleDef()
        sensorDef.radius = 0.9
        sensorDef.isSensor = True
        sensorDef.localPosition = box2d.b2Vec2(0,-1.1)
        sensorShape = self.torso.CreateShape(sensorDef)
        sensorShape.SetUserData(ROLLCAT_JUMP_SENSOR)
        
        sensorDef2 = box2d.b2PolygonDef()
        sensorDef2.SetAsBox(1.1,1.6,box2d.b2Vec2(0,.5),0)
        sensorDef2.isSensor = True
        sensorShape2 = self.torso.CreateShape(sensorDef2)
        sensorShape2.SetUserData(ROLLCAT_WIN_SENSOR) 
        
        jd = box2d.b2RevoluteJointDef()
        jd.Initialize(body, body3, box2d.b2Vec2(location[0],location[1]))
        revJoint = self.world.CreateJoint(jd).getAsType()
        self.axle = revJoint
        
        revJoint.EnableMotor(True)
        revJoint.SetMotorSpeed(0)
        revJoint.SetMaxMotorTorque(4000)
        self.motorSpeed = 0
        
        self.targetAngle = 0
        
        BodySprite(body3,bottomGraphicFile,2, 2, 0, 0, self.game.worldToScreen, self.game.screenToWorld)
        BodySprite(body,topGraphicFile,2, 2, 0, 0,self.game.worldToScreen, self.game.screenToWorld)
Example #8
0
    def json_load(self, path, additional_vars={}):
        import json

        self.world.GetGroundBody().userData = {"saveid": 0}

        f = open(path, 'r')
        worldmodel = json.loads(f.read())
        f.close()
        # clean world
        for joint in self.world.GetJointList():
            self.world.DestroyJoint(joint)
        for body in self.world.GetBodyList():
            if body != self.world.GetGroundBody():
                self.world.DestroyBody(body)

        # load bodys
        for body in worldmodel['bodylist']:
            bodyDef = box2d.b2BodyDef()
            bodyDef.position = body['position']
            bodyDef.userData = body['userData']
            bodyDef.angle = body['angle']
            newBody = self.world.CreateBody(bodyDef)
            #_logger.debug(newBody)
            newBody.angularVelocity = body['angularVelocity']
            newBody.linearVelocity = body['linearVelocity']
            if 'shapes' in body:
                for shape in body['shapes']:
                    if shape['type'] == 'polygon':
                        polyDef = box2d.b2PolygonDef()
                        polyDef.setVertices(shape['vertices'])
                        polyDef.density = shape['density']
                        polyDef.restitution = shape['restitution']
                        polyDef.friction = shape['friction']
                        newBody.CreateShape(polyDef)
                    if shape['type'] == 'circle':
                        circleDef = box2d.b2CircleDef()
                        circleDef.radius = shape['radius']
                        circleDef.density = shape['density']
                        circleDef.restitution = shape['restitution']
                        circleDef.friction = shape['friction']
                        circleDef.localPosition = shape['localPosition']
                        newBody.CreateShape(circleDef)
                newBody.SetMassFromShapes()

        for joint in worldmodel['jointlist']:
            if joint['type'] == 'distance':
                jointDef = box2d.b2DistanceJointDef()
                body1 = self.getBodyWithSaveId(joint['body1'])
                anch1 = joint['anchor1']
                body2 = self.getBodyWithSaveId(joint['body2'])
                anch2 = joint['anchor2']
                jointDef.collideConnected = joint['collideConnected']
                jointDef.Initialize(body1, body2, anch1, anch2)
                jointDef.SetUserData(joint['userData'])
                self.world.CreateJoint(jointDef)
            if joint['type'] == 'revolute':
                jointDef = box2d.b2RevoluteJointDef()
                body1 = self.getBodyWithSaveId(joint['body1'])
                body2 = self.getBodyWithSaveId(joint['body2'])
                anchor = joint['anchor']
                jointDef.Initialize(body1, body2, anchor)
                jointDef.SetUserData(joint['userData'])
                jointDef.enableMotor = joint['enableMotor']
                jointDef.motorSpeed = joint['motorSpeed']
                jointDef.maxMotorTorque = joint['maxMotorTorque']
                self.world.CreateJoint(jointDef)

        for (k, v) in worldmodel['additional_vars'].items():
            additional_vars[k] = v

        for body in self.world.GetBodyList():
            del body.userData['saveid']  # remove temporary data
Example #9
0
    def json_load(self, path, additional_vars={}):
        import json

        self.world.GetGroundBody().userData = {"saveid": 0}

        f = open(path, 'r')
        worldmodel = json.loads(f.read())
        f.close()
        # clean world
        for joint in self.world.GetJointList():
            self.world.DestroyJoint(joint)
        for body in self.world.GetBodyList():
            if body != self.world.GetGroundBody():
                self.world.DestroyBody(body)

        # load bodys
        for body in worldmodel['bodylist']:
            bodyDef = box2d.b2BodyDef()
            bodyDef.position = body['position']
            bodyDef.userData = body['userData']
            bodyDef.angle = body['angle']
            newBody = self.world.CreateBody(bodyDef)
            #_logger.debug(newBody)
            newBody.angularVelocity = body['angularVelocity']
            newBody.linearVelocity = body['linearVelocity']
            if 'shapes' in body:
                for shape in body['shapes']:
                    if shape['type'] == 'polygon':
                        polyDef = box2d.b2PolygonDef()
                        polyDef.setVertices(shape['vertices'])
                        polyDef.density = shape['density']
                        polyDef.restitution = shape['restitution']
                        polyDef.friction = shape['friction']
                        newBody.CreateShape(polyDef)
                    if shape['type'] == 'circle':
                        circleDef = box2d.b2CircleDef()
                        circleDef.radius = shape['radius']
                        circleDef.density = shape['density']
                        circleDef.restitution = shape['restitution']
                        circleDef.friction = shape['friction']
                        circleDef.localPosition = shape['localPosition']
                        newBody.CreateShape(circleDef)
                newBody.SetMassFromShapes()

        for joint in worldmodel['jointlist']:
            if joint['type'] == 'distance':
                jointDef = box2d.b2DistanceJointDef()
                body1 = self.getBodyWithSaveId(joint['body1'])
                anch1 = joint['anchor1']
                body2 = self.getBodyWithSaveId(joint['body2'])
                anch2 = joint['anchor2']
                jointDef.collideConnected = joint['collideConnected']
                jointDef.Initialize(body1, body2, anch1, anch2)
                jointDef.SetUserData(joint['userData'])
                self.world.CreateJoint(jointDef)
            if joint['type'] == 'revolute':
                jointDef = box2d.b2RevoluteJointDef()
                body1 = self.getBodyWithSaveId(joint['body1'])
                body2 = self.getBodyWithSaveId(joint['body2'])
                anchor = joint['anchor']
                jointDef.Initialize(body1, body2, anchor)
                jointDef.SetUserData(joint['userData'])
                jointDef.enableMotor = joint['enableMotor']
                jointDef.motorSpeed = joint['motorSpeed']
                jointDef.maxMotorTorque = joint['maxMotorTorque']
                self.world.CreateJoint(jointDef)

        for (k, v) in worldmodel['additional_vars'].items():
            additional_vars[k] = v

        for body in self.world.GetBodyList():
            del body.userData['saveid']  # remove temporary data