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 self.PIN_MOTOR_RADIUS = 2 # 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
def json_load(self, path, serialized=False): import json self.world.groundBody.userData = {"saveid": 0} f = open(path, 'r') worldmodel = json.loads(f.read()) f.close() # clean world for joint in self.world.joints: self.world.DestroyJoint(joint) for body in self.world.bodies: if body != self.world.groundBody: self.world.DestroyBody(body) # load bodies for body in worldmodel['bodylist']: bodyDef = box2d.b2BodyDef() if body['dynamic']: bodyDef.type = box2d.b2_dynamicBody 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.b2FixtureDef() polyShape = box2d.b2PolygonShape() polyShape.vertices = shape['vertices'] polyDef.shape = polyShape polyDef.density = shape['density'] polyDef.restitution = shape['restitution'] polyDef.friction = shape['friction'] newBody.CreateFixture(polyDef) if shape['type'] == 'circle': circleDef = box2d.b2FixtureDef() circleShape = box2d.b2CircleShape() circleShape.radius = shape['radius'] circleShape.pos = shape['localPosition'] circleDef.shape = circleShape circleDef.density = shape['density'] circleDef.restitution = shape['restitution'] circleDef.friction = shape['friction'] newBody.CreateFixture(circleDef) 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.userData = 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.userData = joint['userData'] jointDef.motorEnabled = joint['enableMotor'] jointDef.motorSpeed = joint['motorSpeed'] jointDef.maxMotorTorque = joint['maxMotorTorque'] self.world.CreateJoint(jointDef) self.additional_vars = {} addvars = {} for (k, v) in worldmodel['additional_vars'].items(): addvars[k] = v if serialized and 'trackinfo' in addvars: trackinfo = addvars['trackinfo'] for key, info in trackinfo.iteritems(): if not info[3]: addvars['trackinfo'][key][0] = \ self.getBodyWithSaveId(info[0]) addvars['trackinfo'][key][1] = \ self.getBodyWithSaveId(info[1]) else: addvars['trackinfo'][key][0] = None addvars['trackinfo'][key][1] = None self.additional_vars = addvars for body in self.world.bodies: del body.userData['saveid'] # remove temporary data