delta_time = 0 frame_start_time = 0 #endregion rope = Rope(x=size[0] / 2, y=10, length=500, resolution=50) mouse_collider = Collider(0, 0) mouse_collider.size = 50 while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() frame_start_time = time() screen.fill(0) mpos = Vec(pygame.mouse.get_pos()) mouse_collider.pos.linear_interpolate(mpos, t=delta_time) pygame.draw.circle(screen, [10, 10, 10], mouse_collider.pos.get(), mouse_collider.size) rope.update([mouse_collider], delta_time=delta_time) rope.draw(screen) pygame.display.update() clock.tick(fps) delta_time = time() - frame_start_time pygame.display.set_caption(f'Framerate: {int(clock.get_fps())}')
B = 0 #random.randint(1,255) G = 0 #random.randint(1,255) if len(paint_points) > 1: pygame.draw.aalines(win, (R, G, B), False, paint_points) ### USE THIS DRAW OPTION IF YOUR COMPUTER IS REALLY SLOW!! (insead of the draw option above) ''' for point in paint_points: pygame.draw.circle(win, (255,0,0), point, 1) ''' line_1.show(win) line_2.show(win) swing(line_1, line_2) line_1.update() line_2.update(line_1) paint_points.append(line_2.point2) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.MOUSEBUTTONUP: g = 2 r1 = random.randint(50, 200) r2 = random.randint(50, 200) a1 = math.pi / random.randint(1, 5) a2 = math.pi / random.randint(1, 5) m1 = random.randint(10, 40) m2 = random.randint(10, 40)