def main(): pygame.init() screen = pygame.display.set_mode((800, 600)) pygame.display.set_caption("blocks.") clock = pygame.time.Clock() world = World() world.load_level(sys.argv[1]) #def handle_collision(space, arbiter): # if target.contour not in arbiter.shapes: # return # print "OUCH" #space.set_default_collision_handler(None, None, None, handle_collision) running = True while running: for event in pygame.event.get(): if event.type == QUIT: running = False elif event.type == KEYDOWN and event.key == K_ESCAPE: running = False elif event.type == MOUSEBUTTONDOWN: if event.button == 1: mpos = pygame.mouse.get_pos() mpos = mpos[0], screen.get_height() - mpos[1] pygame.mouse.get_rel() elif event.type == MOUSEBUTTONUP: if event.button == 1: ball = Ball(world.space, *mpos, radius=20) rel = pygame.mouse.get_rel() rel = rel[0] * 2, -rel[1] * 2 world.append(ball) ball.apply_impulse(*rel) screen.fill(THECOLORS["white"]) world.space.step(1/200.0) world.draw(screen) pygame.display.flip() clock.tick(200)
def main(): pygame.init() screen = pygame.display.set_mode((800, 600)) pygame.display.set_caption("blocks.") clock = pygame.time.Clock() world = World() world.load_level(sys.argv[1]) running = True while running: for event in pygame.event.get(): if event.type == QUIT: running = False elif event.type == KEYDOWN and event.key == K_ESCAPE: running = False world.save_level(sys.argv[2]) elif event.type == MOUSEBUTTONDOWN: if event.button == 1: mpos = pygame.mouse.get_pos() mpos = mpos[0], screen.get_height() - mpos[1] pygame.mouse.get_rel() elif event.type == MOUSEBUTTONUP: if event.button == 1: ball = Ball(world.space, *mpos, radius=20) rel = pygame.mouse.get_rel() rel = rel[0] * 2, -rel[1] * 2 world.append(ball) ball.apply_impulse(*rel) elif event.type == KEYDOWN and event.key == 115: world.space.step(1/200.0) print list(world.get_state()) screen.fill(THECOLORS["white"]) world.draw(screen) pygame.display.flip() clock.tick(200)