Difference between revisions of "Laser Pinball"
From Tmplab
(New page: <pre> """A very basic flipper game. """ __version__ = "$Id:$" __docformat__ = "reStructuredText" import random import pygame from pygame.locals import * from pygame.color import * import...) |
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space = pymunk.Space(50) | space = pymunk.Space(50) | ||
# To be tinkered with (second only):) | # To be tinkered with (second only):) | ||
− | space.gravity = (0.0, - | + | space.gravity = (0.0, -1850.0) |
# Define collision callback function, will be called when X touches Y | # Define collision callback function, will be called when X touches Y |
Latest revision as of 21:59, 5 May 2016
"""A very basic flipper game. """ __version__ = "$Id:$" __docformat__ = "reStructuredText" import random import pygame from pygame.locals import * from pygame.color import * import os import pymunk from pymunk import Vec2d def to_pygame(p): """Small hack to convert pymunk to pygame coordinates""" return int(p.x), int(-p.y+600) # Sound pygame.mixer.pre_init(44100, -16, 2, 2048) pygame.init() screen = pygame.display.set_mode((600, 600)) clock = pygame.time.Clock() running = True print(os.path.join('snd','bumper.ogg')) try: # pygame.mixer.music.load(os.path.join('data', 'music.ogg'))#load music snd_bump = pygame.mixer.Sound(os.path.join('snd','bumper.ogg')) #load sound except: raise UserWarning, "could not load or play soundfiles in 'data' folder :-(" ### Physics stuff # To be tinkered with :) space = pymunk.Space(50) # To be tinkered with (second only):) space.gravity = (0.0, -1850.0) # Define collision callback function, will be called when X touches Y def bumper_collision(space, arbiter): snd_bump = pygame.mixer.Sound(os.path.join('snd','bumper.ogg')) #load sound snd_bump.play() return True COLLTYPE_BALL = 1 COLLTYPE_BUMPER = 2 # Setup the collision callback function space.add_collision_handler(COLLTYPE_BALL, COLLTYPE_BUMPER, bumper_collision, None, None, None) ## Balls balls = [] ### walls static_body = pymunk.Body() static_lines = [ # Main Box pymunk.Segment(static_body, (50, 50.0), (0.0, 600.0), 1.0) ,pymunk.Segment(static_body, (550.0, 50.0), (600.0, 600.0), 1.0) ,pymunk.Segment(static_body, (0.0, 600.0), (300.0, 580.0), 1.0) ,pymunk.Segment(static_body, (300.0, 580.0), (600.0, 600.0), 1.0) ,pymunk.Segment(static_body, (50.0, 50.0), (300.0, 0.0), 1.0) ,pymunk.Segment(static_body, (300.0, 0.0), (550.0, 50.0), 1.0) # Upper triangle ,pymunk.Segment(static_body, (300.0, 400.0), (220.0, 500.0), 1.0) ,pymunk.Segment(static_body, (300.0, 400.0), (380.0, 500.0), 1.0) # Lower triangle ,pymunk.Segment(static_body, (300.0, 300.0), (240.0, 360.0), 1.0) ,pymunk.Segment(static_body, (300.0, 300.0), (360.0, 360.0), 1.0) ] for line in static_lines: line.elasticity = 0.05 line.group = 1 space.add(static_lines) # "bumpers" for p in [ (300,10), # Central (50,50),(550,50), # Lower (15,300),(585,300), # Middle (300,440), # Upper triangle (300,340), # Lower triangle ]: body = pymunk.Body() body.position = p shape = pymunk.Circle(body, 20) shape.elasticity = 2 shape.collision_type = COLLTYPE_BUMPER space.add(shape) balls.append(shape) 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 == KEYDOWN and event.key == K_p: pygame.image.save(screen, "flipper.png") elif event.type == KEYDOWN and event.key == K_b: # The ball physics mass = 500 radius = 10 inertia = pymunk.moment_for_circle(mass, 0, radius, (0,0)) body = pymunk.Body(mass, inertia) # The ball initial position rand_x = random.randint(1,5) if (rand_x % 2) : x = 300 - rand_x else : x = 300 + rand_x; body.position = x, 550 # Draw ball shape = pymunk.Circle(body, radius, (0,0)) shape.elasticity = 1 shape.collision_type = COLLTYPE_BALL space.add(body, shape) balls.append(shape) ### Clear screen screen.fill(THECOLORS["white"]) ### Draw stuff for ball in balls: p = to_pygame(ball.body.position) pygame.draw.circle(screen, THECOLORS["blue"], p, int(ball.radius), 2) for line in static_lines: body = line.body pv1 = body.position + line.a.rotated(body.angle) pv2 = body.position + line.b.rotated(body.angle) p1 = to_pygame(pv1) p2 = to_pygame(pv2) pygame.draw.lines(screen, THECOLORS["lightgray"], False, [p1,p2]) ### Update physics dt = 1.0/60.0/5. for x in range(5): space.step(dt) ### Flip screen pygame.display.flip() clock.tick(50) pygame.display.set_caption("fps: " + str(clock.get_fps()))