# Created: 08/04/2013 # Copyright: (c) Timosis 2013 # Licence: <your licence> #------------------------------------------------------------------------------- #!/usr/bin/env python import physics, pygame, sys, math from pygame.locals import * from funcs import * pygame.init() fen = pygame.display.set_mode((1024, 560)) systeme = physics.System() systeme.addobject(physics.PhysObject(60, 500, 190000)) systeme.addobject(physics.PhysObject(700, 150, 250000)) systeme.addobject(physics.PhysObject(300, 250, 220000)) systeme.setgravity() systeme.objectlist[0].posx_ = 60.2 systeme.objectlist[0].posy_ = 500.4 systeme.objectlist[1].posx_ = 699.9 systeme.objectlist[1].posy_ = 149.4 systeme.objectlist[2].posx_ = 299.9 systeme.objectlist[2].posy_ = 250.4 systeme.pas = 0.01 systeme.setpas() def main():
# # Created: 08/04/2013 # Copyright: (c) Timosis 2013 # Licence: <your licence> #------------------------------------------------------------------------------- #!/usr/bin/env python import physics, pygame, sys, math, time, random from pygame.locals import * from funcs import * pygame.init() fen = pygame.display.set_mode((1024, 560)) systeme = physics.System() systeme.addobject(physics.PhysObject(200, 250, 15000)) for i in range(5): systeme.addobject(physics.PhysObject(random.randint(400, 800), 250, 15000)) for i in systeme.objectlist: i.addforce(physics.Frottements(i, 7, 3), True) systeme.pas = 0.1 systeme.setpas() #systeme.setgravity() systeme.objectlist[0].vitx = +100 systeme.objectlist[0].vity = 0 systeme.collisions = True for i in systeme.objectlist: i.size = 10 def main():
#!/usr/bin/env python import physics, pygame, sys, math, random from pygame.locals import * from funcs import * import time pygame.init() fenx, feny = 1024, 560 fen = pygame.display.set_mode((fenx, feny)) systeme = physics.System() for i in range(60): systeme.addobject( physics.PhysObject(random.randint(0, fenx), random.randint(0, feny), random.randint(5000, 30000))) systeme.setgravity() systeme.split() def main(): boucle = 1 running = False trace = False while boucle: for event in pygame.event.get(): if event.type == QUIT: boucle = 0 if event.type == KEYDOWN: if event.key == K_SPACE: running = obool(running)
import physics, pygame, sys, math from pygame.locals import * from funcs import * #quelques constantes m = 1800 M = 19000 pichenette = 300 #creation de l'interface graphique pygame.init() fen = pygame.display.set_mode((1024, 560)) #pygame.key.set_repeat(30, 30) fen.fill((255, 255, 255)) #definition des objets planete2 = physics.PhysObject(800, 100, m) planete = physics.PhysObject(800, 250, M) #planete.ch_pas(0.01) #planete2.ch_pas(0.01) #definition des forces attraction_plan = physics.Attraction_grav(planete2, planete) attraction_tri = physics.Attraction_grav(planete, planete2) boost = physics.Force(0, 0) #application des forces planete2.addforce(boost) planete2.addforce(attraction_plan, True) planete.addforce(attraction_tri, True) #vitesse initiale
# Created: 08/04/2013 # Copyright: (c) Timosis 2013 # Licence: <your licence> #------------------------------------------------------------------------------- #!/usr/bin/env python import physics, pygame, sys, math, time from pygame.locals import * from funcs import * pygame.init() fen = pygame.display.set_mode((1024, 560)) systeme = physics.System() systeme.addobject(physics.PhysObject(900, 150, 15000)) systeme.addobject(physics.PhysObject(600, 150, 15000)) systeme.pas = 0.1 systeme.setpas() #systeme.setgravity() systeme.objectlist[0].vitx = -50 systeme.objectlist[1].vitx = -5 systeme.collisions = True for i in systeme.objectlist: i.size = 20 def main(): boucle = 1 running = False trace = False
#quelques constantes masse_bille = 10 Lo = 90 k = 10 g = 9.81 pas = 0.1 #creation de l'interface graphique pygame.init() fen = pygame.display.set_mode((1024,560)) fen.fill((255,255,255)) #definition des objets bille = physics.PhysObject(400,250,masse_bille) point = physics.PhysObject(500,250,1) bille.ch_pas(pas) #definition des forces f_elas = physics.ForceElastique(bille,point,Lo,k) poids = physics.Force(0,g*masse_bille) frottements = physics.Frottements(bille,0.01,1) #application des forces bille.addforce(poids) bille.addforce(f_elas,True) bille.addforce(frottements,True) #vitesse initiale
# Author: Timosis # # Created: 08/04/2013 # Copyright: (c) Timosis 2013 # Licence: <your licence> #------------------------------------------------------------------------------- #!/usr/bin/env python import physics, pygame, sys, math from pygame.locals import * import random, time from funcs import * pygame.init() fen = pygame.display.set_mode((1024, 560)) systeme = physics.System() grosastre = physics.PhysObject(400, 250, 400000) systeme.addobject(grosastre) objectlist = [] for i in range(9): mhh = physics.PhysObject(400 + (-1)**(i % 2) * 40 * (i + 1), 250, 40 * (i + 1)) mhh.vity = (-1)**(i % 2) * math.sqrt(6 * 400000 / (3 * (i + 1))**2) objectlist.append(mhh) for i in objectlist: systeme.addobject(i) systeme.setgravity()
# Author: Timosis # # Created: 08/04/2013 # Copyright: (c) Timosis 2013 # Licence: <your licence> #------------------------------------------------------------------------------- #!/usr/bin/env python import physics,pygame,sys,math from pygame.locals import * import random,time from funcs import * pygame.init() fen = pygame.display.set_mode((1024,560)) grosastre = physics.PhysObject(400,250,4000) grosastre2 = physics.PhysObject(600,250,7000) objectlist = [] for i in range(1): objectlist.append(physics.PhysObject(random.randint(200,500),random.randint(150,300),80)) for i in objectlist: i.addforce(physics.Attraction_grav(i,grosastre),True) i.addforce(physics.Attraction_grav(i,grosastre2),True) i.ch_pas(0.05) objectlist[0].posx_ = objectlist[0].posx + 0.5 objectlist[0].posy_ = objectlist[0].posy - 0.5 objectlist[0].vitx = -10 objectlist[0].vity = 10 def main():
# Created: 08/04/2013 # Copyright: (c) Timosis 2013 # Licence: <your licence> #------------------------------------------------------------------------------- #!/usr/bin/env python import physics, pygame, sys, math from pygame.locals import * pygame.init() g = 9.81 moteur = 2000 fen = pygame.display.set_mode((1024, 560)) imgtriangle = pygame.image.load("triangle.png").convert_alpha() pygame.key.set_repeat(30, 30) triangle = physics.PhysObject(400, 100, 600) planete = physics.PhysObject(400, 250, 5E3) attraction_plan = physics.Attraction_grav(triangle, planete) boost = physics.Force(0, 0) triangle.addforce(boost) triangle.addforce(attraction_plan, True) plan = pygame.Surface((1024, 560)) triangle.vitx = 10 triangle.vity = 0 triangle.ch_pas(0.1) def main(): boucle = 1 while boucle:
from funcs import * #quelques constantes masse_pi = 5 masse_po = 10 Lo = 100 k = 0.5 pas = 0.05 #creation de l'interface graphique pygame.init() fen = pygame.display.set_mode((1024, 560)) fen.fill((255, 255, 255)) #definition des objets pi = physics.PhysObject(600, 250, masse_pi) po = physics.PhysObject(500, 250, masse_po) pi.ch_pas(pas) po.ch_pas(pas) #definition des forces f_elas = physics.ForceElastique(pi, po, Lo, k) f_elas2 = physics.ForceElastique(po, pi, Lo, k) #application des forces pi.addforce(f_elas, True) po.addforce(f_elas2, True) #vitesse initiale pi.posx_ = 601