Esempio n. 1
0
 def elasticCollision(self,o):
     """
     Elastic collision with another object
     This changes the velocity of both objects
     """
     normal = Vector( o.x - self.x, self.y - o.y )
     normal.setVector( normal.getUnitVector() )
     tangent = Vector( -normal.y, normal.x )
     
     m1 = self.mass
     m2 = o.mass
     
     v1n = normal.dotProduct( self.velocity )
     v1t = tangent.dotProduct( self.velocity )
     v2n = normal.dotProduct( o.velocity )
     v2t = tangent.dotProduct( o.velocity )        
     
     v1tPrime = v1t
     v2tPrime = v2t
     
     v1nPrime = (v1n*(m1-m2)+v2n*m2*2)/(m1+m2)
     v2nPrime = (v2n*(m2-m1)+v1n*m1*2)/(m1+m2)
     
     vectorV1nPrime = normal.multiply(v1nPrime)
     vectorV1tPrime = tangent.multiply(v1tPrime)
     vectorV2nPrime = normal.multiply(v2nPrime)
     vectorV2tPrime = tangent.multiply(v2tPrime)
     
     self.velocity = vectorV1nPrime.add(vectorV1tPrime).multiply(ELASTIC_COLLISION_DAMPENING)
     o.velocity = vectorV2nPrime.add(vectorV2tPrime).multiply(ELASTIC_COLLISION_DAMPENING)
Esempio n. 2
0
 def uncollide(self,o):
     """
     moves this object out of the other object
     which prevents collision detection from changing velocity moar than once
     DOESN'T CHANGE VELOCITY
     """
 
     if o.isCircle():
         normal = Vector( o.centerx - self.centerx, self.centery - o.centery )
         distanceToMove = self.width/2.0 + o.width/2.0 - normal.getMagnitude()
         
         normal.setVector( Vector (-normal.x, -normal.y ) )
         normal.setVector( normal.getUnitVector() ) # set's to 1 so we can multiply better
         normal = normal.multiply( distanceToMove ); #gets short vector
         
         self.setX( self.x + normal.x)
         self.setY( self.y - normal.y)
     else:
         posRel = self.posRelTo(o)
         if posRel == 1: self.setY( self.y - ( self.y + self.height - o.y ) )
         elif posRel == 2: self.setX( self.x - ( self.x + self.width - o.x ) )
         elif posRel == 3: self.setX( self.x + ( o.x + o.width - self.x ) )
         elif posRel == 4: self.setY( self.y + ( o.y + o.height - self.y ) )
         else: self.setY( self.y - ( self.y + self.height - o.y ) ) #just move it up
Esempio n. 3
0
def main():
    
    import random
    pygame.init()
    
    window = pygame.display.set_mode((1024,768),0,32)
    pygame.display.set_caption("Physics Test")
    player = PhysicsCircle( 250, 250, 50,50,15 )
    
    things = [player]
    leftPressed = False
    rightPressed = False
    downPressed = False
    upPressed = False
    fuel = 1024.0
    font = pygame.font.Font(None, 15)
    text = font.render('Fuel', True, (255,255, 255))
    textRect = text.get_rect()
    textRect.x = 20
    textRect.y = 0
    
    
    #something clevar to draw new platforms
    firstclick = None
    secondclick = None
    tempsecondclick = None
    
    pewpewpew = pygame.mixer.Sound("lazor.wav")
    
    
    platforms = [PhysicsRect(0,80,80,768-160,.5,.90),
                 PhysicsRect(0,0,1024,80,.5,.90),
                 PhysicsRect(1024-80,80,80,768-160,.5,.90),
                 PhysicsRect(0,768-80,1024,80,.5,.90)
                 #PhysicsRect(1024/2-200,768/2,400,50,.20,.90)
                 ]
    isRunning = True
    while isRunning:
        window.fill(pygame.Color('black'))
        events = pygame.event.get()
        for event in events:
            #if event.type == QUIT:
            #    exit()
            if event.type == MOUSEBUTTONDOWN:
                if event.button == 1:
                    newDiam = random.randint(10,30)
                    newVector = Vector((event.pos[0] - player.x)/10.0, (player.y - event.pos[1])/10.0)
                    newNormal = newVector.getUnitVector()
                    newCenterx = player.centerx + newNormal.multiply(player.width/2.0 + newDiam/2.0).x
                    newCentery = player.centery - newNormal.multiply(player.width/2.0 + newDiam/2.0).y
                    newX = newCenterx - newDiam/2.0
                    newY = newCentery - newDiam/2.0
                    newThing = PhysicsCircle(newX,newY,newDiam ,newDiam , newDiam/10.0, newVector,(random.randint(0,255),random.randint(0,255),random.randint(0,255)))    
                    things.append(newThing)
                    pewpewpew.play()
                elif event.button == 3:
                    if firstclick == None:
                        firstclick = event.pos
                    else:
                        #clicked two times
                        secondclick = event.pos
                        #no negative rectangles
                        second = False
                        if firstclick[0]>secondclick[0]: 
                            
                            secondclick = None
                            firstclick = None
                            tempsecondclick = None
                            break
                        else: 
                            width = secondclick[0]-firstclick[0]
                        
                        if firstclick[1]>secondclick[1]:
                            secondclick = None
                            firstclick = None
                            tempsecondclick = None
                            break
                        else: 
                            height = secondclick[1]-firstclick[1]
                            
                            platforms.append(PhysicsRect(firstclick[0],firstclick[1],width,height,0,.90))
                        secondclick = None
                        firstclick = None
                        tempsecondclick = None
            
            elif event.type == MOUSEMOTION and firstclick != None:
                #draw temprect where the platform would be named
                tempsecondclick = event.pos
                
                   
            elif event.type == KEYDOWN:
                if event.key == K_UP:
                    upPressed = True
                if event.key == K_LEFT:
                    leftPressed = True
                if event.key == K_RIGHT:
                    rightPressed = True
                if event.key == K_DOWN:
                    downPressed = True
                if event.key == K_ESCAPE:
                    isRunning = False
        
            elif event.type == KEYUP:
                if event.key == K_UP:
                    upPressed = False
                if event.key == K_LEFT:
                    leftPressed = False
                if event.key == K_RIGHT:
                    rightPressed = False
                if event.key == K_DOWN:
                    downPressed = False
            
        #move "player"
        if fuel > 0:
            if leftPressed: 
                player.addVelocity(Vector(-1.0,0))
                fuel = fuel - 2 
            if downPressed: 
                player.addVelocity(Vector(0.0,-1.0))
                fuel = fuel - 2 
            if rightPressed: 
                player.addVelocity(Vector(1.0,0.0))
                fuel = fuel - 2 
            if upPressed: 
                player.addVelocity(Vector(0.0,1.5))
                fuel = fuel - 4 
        fuel += .5
              
        for i in things:
            touched = len(i.move(Vector(0,0),things+platforms))
            #print "Collision:" + str(j)
            if( i == player ):
                fuel += touched*5
            i.draw(window)
            
        for i in platforms:
            i.draw(window)
        
        if fuel > 1024: fuel = 1024    
        if fuel > 0:
            if leftPressed: 
                pygame.draw.rect(window, pygame.Color('orange'), pygame.Rect(player.right,player.centery-5,10,10))
            if downPressed: 
                pygame.draw.rect(window, pygame.Color('orange'), pygame.Rect(player.centerx-5,player.top-10,10,10))
            if rightPressed: 
                pygame.draw.rect(window, pygame.Color('orange'), pygame.Rect(player.left-10,player.centery-5,10,10))
            if upPressed: 
                pygame.draw.rect(window, pygame.Color('orange'), pygame.Rect(player.centerx-7,player.bottom,15,15))  
        pygame.draw.rect(window, pygame.Color('orange'), pygame.Rect(0,0,fuel,10))
        
        #draw current click
        if firstclick != None and tempsecondclick != None:
            pygame.draw.rect(window,pygame.Color('firebrick'),pygame.Rect(firstclick,(tempsecondclick[0] - firstclick[0], tempsecondclick[1] - firstclick[1])),1)
        window.blit(text, textRect)
        pygame.display.flip()
        pygame.time.Clock().tick(30)
    pygame.display.quit()
    pygame.quit()