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#ActualMiniKong

Posted 14 March 2013 - 08:43 PM

ok i went back to the pymunk site printed out the examples,read through the library and yanked out the highlighters! i figured out how to rotate and walk the little circle around! heres my code (sorry if im not supposed to post code here)


#player move

# I - IMPORT---------------------------------------

import sys

import pygame
from pygame.locals import *
from pygame.color import *

import pymunk
from pymunk.vec2d import Vec2d
from pymunk.pygame_util import draw_space, from_pygame



# D - DISPLAY CONFIGURATION-----------------------------------
width, height = 690,600
screen = pygame.display.set_mode((width,height))
WHITE = (255,255,255)


# E - ENTITIES ----------------------------------
space = pymunk.Space() #space is kinda like pygames surface

# "player"
PLAYER_body = pymunk.Body(pymunk.inf, pymunk.inf)
PLAYER_shape = pymunk.Circle(PLAYER_body, 25)
PLAYER_shape.sensor = True
PLAYER_body.position = 100,100
space.add(PLAYER_shape)

# A - ACTION (BROKEN INTO ALTER STEPS)---------------------------

# A - ASSIGN VALUES TO KEY VARIABLES------------------------

PLAYER_VELOCITY = 100. *2.

PLAYER_body.position = 100,100

clock = pygame.time.Clock()

def main():
pygame.init()

running = True

# L - SET UP MAIN GAME LOOP--------------------------------
while running:
for event in pygame.event.get():
if event.type == QUIT:
running = False

keys = pygame.key.get_pressed()
target_vx = 0

speed = 2.5
if (keys[K_UP]):
PLAYER_body.position += Vec2d(0,1) * speed
if (keys[K_DOWN]):
PLAYER_body.position += Vec2d(0,-1) * speed
if (keys[K_LEFT]):
PLAYER_body.position += Vec2d(-1,0) * speed
if (keys[K_RIGHT]):
PLAYER_body.position += Vec2d(1,0) * speed


if (keys[K_LEFT]):
direction = -1
target_vx -= PLAYER_VELOCITY
if (keys[K_RIGHT]):
direction = 1
target_vx += PLAYER_VELOCITY
if (keys[K_DOWN]):
direction = -3

mouse_position = from_pygame( Vec2d(pygame.mouse.get_pos()), screen )
PLAYER_body.angle = (mouse_position - PLAYER_body.position).angle

# T - TIMER TO SET FRAME RATE-------------------------------
screen.fill(WHITE)
fps = 40
clock.tick(fps)


# E - EVENT HANDLEING--------------------------------------

draw_space(screen, space)


# R - REFRESH DISPLAY---------------------------------------
pygame.display.flip()


if __name__ == '__main__':
sys.exit(main())

#2MiniKong

Posted 14 March 2013 - 08:43 PM

ok i went back to the pymunk site printed out the examples,read through the library and yanked out the highlighters! i figured out how to rotate and walk the little circle around! heres my code (sorry if im not supposed to post code here)


#player move

# I - IMPORT---------------------------------------

import sys

import pygame
from pygame.locals import *
from pygame.color import *

import pymunk
from pymunk.vec2d import Vec2d
from pymunk.pygame_util import draw_space, from_pygame



# D - DISPLAY CONFIGURATION-----------------------------------
width, height = 690,600
screen = pygame.display.set_mode((width,height))
WHITE = (255,255,255)


# E - ENTITIES ----------------------------------
space = pymunk.Space() #space is kinda like pygames surface

# "player"
PLAYER_body = pymunk.Body(pymunk.inf, pymunk.inf)
PLAYER_shape = pymunk.Circle(PLAYER_body, 25)
PLAYER_shape.sensor = True
PLAYER_body.position = 100,100
space.add(PLAYER_shape)

# A - ACTION (BROKEN INTO ALTER STEPS)---------------------------

# A - ASSIGN VALUES TO KEY VARIABLES------------------------

PLAYER_VELOCITY = 100. *2.

PLAYER_body.position = 100,100

clock = pygame.time.Clock()

def main():
pygame.init()

running = True

# L - SET UP MAIN GAME LOOP--------------------------------
while running:
for event in pygame.event.get():
if event.type == QUIT:
running = False

keys = pygame.key.get_pressed()
target_vx = 0

speed = 2.5
if (keys[K_UP]):
PLAYER_body.position += Vec2d(0,1) * speed
if (keys[K_DOWN]):
PLAYER_body.position += Vec2d(0,-1) * speed
if (keys[K_LEFT]):
PLAYER_body.position += Vec2d(-1,0) * speed
if (keys[K_RIGHT]):
PLAYER_body.position += Vec2d(1,0) * speed


if (keys[K_LEFT]):
direction = -1
target_vx -= PLAYER_VELOCITY
if (keys[K_RIGHT]):
direction = 1
target_vx += PLAYER_VELOCITY
if (keys[K_DOWN]):
direction = -3

mouse_position = from_pygame( Vec2d(pygame.mouse.get_pos()), screen )
PLAYER_body.angle = (mouse_position - PLAYER_body.position).angle

# T - TIMER TO SET FRAME RATE-------------------------------
screen.fill(WHITE)
fps = 40
clock.tick(fps)


# E - EVENT HANDLEING--------------------------------------

draw_space(screen, space)


# R - REFRESH DISPLAY---------------------------------------
pygame.display.flip()


if __name__ == '__main__':
sys.exit(main())

#1MiniKong

Posted 14 March 2013 - 08:14 PM

ok i went back to the pymunk site printed out the examples,read through the library and yanked out the highlighters! i figured out how to rotate and walk the little circle around! heres my code (sorry if im not supposed to post code here)

 

 

#player move
 
# I - IMPORT---------------------------------------
 
import sys
 
import pygame
from pygame.locals import *
from pygame.color import *
    
import pymunk
from pymunk.vec2d import Vec2d
from pymunk.pygame_util import draw_space, from_pygame
 
 
 
# D - DISPLAY CONFIGURATION-----------------------------------
width, height = 690,600
screen = pygame.display.set_mode((width,height))
WHITE = (255,255,255)
 
 
# E - ENTITIES ----------------------------------
space = pymunk.Space()  #space is kinda like pygames surface
 
# "Cannon" 
PLAYER_body = pymunk.Body(pymunk.inf, pymunk.inf)
PLAYER_shape = pymunk.Circle(PLAYER_body, 25)
PLAYER_shape.sensor = True
PLAYER_body.position = 100,100
space.add(PLAYER_shape)
 
# A - ACTION (BROKEN INTO ALTER STEPS)---------------------------
 
      # A - ASSIGN VALUES TO KEY VARIABLES------------------------
 
PLAYER_VELOCITY = 100. *2.
 
PLAYER_body.position = 100,100
 
clock = pygame.time.Clock()
 
def main():
    pygame.init()
 
running = True
 
      # L - SET UP MAIN GAME LOOP--------------------------------
while running:
    for event in pygame.event.get():
        if event.type == QUIT:
            running = False
                
        keys = pygame.key.get_pressed()
        target_vx = 0
        
        speed = 2.5
    if (keys[K_UP]):
        PLAYER_body.position += Vec2d(0,1) * speed
    if (keys[K_DOWN]):
        PLAYER_body.position += Vec2d(0,-1) * speed
    if (keys[K_LEFT]):
         PLAYER_body.position += Vec2d(-1,0) * speed
    if (keys[K_RIGHT]):
        PLAYER_body.position += Vec2d(1,0) * speed
 
        
    if (keys[K_LEFT]):
        direction = -1
        target_vx -= PLAYER_VELOCITY
    if (keys[K_RIGHT]):
        direction = 1
        target_vx += PLAYER_VELOCITY
    if (keys[K_DOWN]):
        direction = -3
 
    mouse_position = from_pygame( Vec2d(pygame.mouse.get_pos()), screen )
    PLAYER_body.angle = (mouse_position - PLAYER_body.position).angle
 
      # T - TIMER TO SET FRAME RATE-------------------------------
    screen.fill(WHITE)
    fps = 40
    clock.tick(fps)
        
 
      # E - EVENT HANDLEING--------------------------------------
    
    draw_space(screen, space)
    
 
      # R - REFRESH DISPLAY---------------------------------------
    pygame.display.flip()
      
 
if __name__ == '__main__':
    sys.exit(main())
 

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