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== pymunx == |
== pymunx == |
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: ''Physics API for easy usage of chipmunk physics engine in pygame (with pymunk)'' |
: ''Physics API for easy usage of chipmunk physics engine in pygame (with pymunk)'' |
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<table border="0"> |
<table border="0"> |
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<tr><td style="padding-left:80px;">[[#pymunx. |
<tr><td style="padding-left:80px;">[[#pymunx.__init__|pymunx.__init__]]</td> |
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<td style="padding-left:20px;">Init function: pymunk, get flags, get screen size, init space</td></tr> |
<td style="padding-left:20px;">Init function: pymunk, get flags, get screen size, init space</td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx. |
<tr><td style="padding-left:80px;">[[#pymunx.init_colors|pymunx.init_colors]]</td> |
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<td style="padding-left:20px;"> |
<td style="padding-left:20px;">Init the random color array</td></tr> |
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<tr><td style="padding-left:80px;">'''[[#pymunx.set_color|pymunx.set_color]]'''</td> |
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<td style="padding-left:20px;">Set a fixed color for new elements</td></tr> |
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<tr><td style="padding-left:80px;">'''[[#pymunx.reset_color|pymunx.reset_color]]'''</td> |
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<td style="padding-left:20px;">Set random colors for new elements</td></tr> |
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<tr><td style="padding-left:80px;">'''[[#pymunx.get_color|pymunx.get_color]]'''</td> |
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<td style="padding-left:20px;">Get either fixed or random color (in rgb)</td></tr> |
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<tr><td style="padding-left:80px;">'''[[#pymunx.toggle_help|pymunx.toggle_help]]'''</td> |
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<td style="padding-left:20px;"></td></tr> |
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<tr><td style="padding-left:80px;">'''[[#pymunx.set_info|pymunx.set_info]]'''</td> |
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<td style="padding-left:20px;">Set the info-text (for the upper left corner)</td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx.messagebox_show|pymunx.messagebox_show]]</td> |
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<td style="padding-left:20px;"></td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx.messagebox_hide|pymunx.messagebox_hide]]</td> |
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<td style="padding-left:20px;"></td></tr> |
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<tr><td style="padding-left:80px;">'''[[#pymunx.screenshot|pymunx.screenshot]]'''</td> |
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<td style="padding-left:20px;"></td></tr> |
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<tr><td style="padding-left:80px;">'''[[#pymunx.screencast_start|pymunx.screencast_start]]'''</td> |
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<td style="padding-left:20px;"></td></tr> |
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<tr><td style="padding-left:80px;">'''[[#pymunx.screencast_stop|pymunx.screencast_stop]]'''</td> |
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<td style="padding-left:20px;"></td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx.screencast_encode_callback|pymunx.screencast_encode_callback]]</td> |
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<td style="padding-left:20px;"></td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx.save_surface|pymunx.save_surface]]</td> |
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<td style="padding-left:20px;"></td></tr> |
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<tr><td style="padding-left:80px;">'''[[#pymunx.clear|pymunx.clear]]'''</td> |
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<td style="padding-left:20px;">Clear & Restart the Physics Space</td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx.flipy|pymunx.flipy]]</td> |
<tr><td style="padding-left:80px;">[[#pymunx.flipy|pymunx.flipy]]</td> |
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<td style="padding-left:20px;">Convert |
<td style="padding-left:20px;">Convert pygame y-coordinate to chipmunk's</td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx.vec2df|pymunx.vec2df]]</td> |
<tr><td style="padding-left:80px;">[[#pymunx.vec2df|pymunx.vec2df]]</td> |
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<td style="padding-left:20px;">Convert a pygame pos to a vec2d with flipped y coordinate</td></tr> |
<td style="padding-left:20px;">Convert a pygame pos to a vec2d (with flipped y coordinate)</td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx.autoset_screen_size|pymunx.autoset_screen_size]]</td> |
<tr><td style="padding-left:80px;">'''[[#pymunx.autoset_screen_size|pymunx.autoset_screen_size]]'''</td> |
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<td style="padding-left:20px;">Get screensize from pygame</td></tr> |
<td style="padding-left:20px;">Get screensize from pygame or set manually. Call on resize</td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx. |
<tr><td style="padding-left:80px;">[[#pymunx.is_inside|pymunx.is_inside]]</td> |
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<td style="padding-left:20px;">Check |
<td style="padding-left:20px;">Check if pos is inside screen + tolerance</td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx.update|pymunx.update]]</td> |
<tr><td style="padding-left:80px;">'''[[#pymunx.update|pymunx.update]]'''</td> |
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<td style="padding-left:20px;">Update the physics space</td></tr> |
<td style="padding-left:20px;">Update the physics space</td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx.draw|pymunx.draw]]</td> |
<tr><td style="padding-left:80px;">'''[[#pymunx.draw|pymunx.draw]]'''</td> |
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<td style="padding-left:20px;">Call draw_shape for each element</td></tr> |
<td style="padding-left:20px;">Call draw_shape for each element and remove outside ones</td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx.draw_shape|pymunx.draw_shape]]</td> |
<tr><td style="padding-left:80px;">[[#pymunx.draw_shape|pymunx.draw_shape]]</td> |
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<td style="padding-left:20px;">Draw a given shape (circle, segment, poly) |
<td style="padding-left:20px;">Draw a given shape (circle, segment, poly)</td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx.add_wall|pymunx.add_wall]]</td> |
<tr><td style="padding-left:80px;">'''[[#pymunx.add_wall|pymunx.add_wall]]'''</td> |
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<td style="padding-left:20px;">Add a fixed wall</td></tr> |
<td style="padding-left:20px;">Add a fixed wall</td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx.add_ball|pymunx.add_ball]]</td> |
<tr><td style="padding-left:80px;">'''[[#pymunx.add_ball|pymunx.add_ball]]'''</td> |
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<td style="padding-left:20px;">Add a |
<td style="padding-left:20px;">Add a Ball</td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx.add_square|pymunx.add_square]]</td> |
<tr><td style="padding-left:80px;">'''[[#pymunx.add_square|pymunx.add_square]]'''</td> |
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<td style="padding-left:20px;">Add a |
<td style="padding-left:20px;">Add a Square (Box)</td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx.add_poly|pymunx.add_poly]]</td> |
<tr><td style="padding-left:80px;">'''[[#pymunx.add_poly|pymunx.add_poly]]'''</td> |
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<td style="padding-left:20px;">Add a |
<td style="padding-left:20px;">Add a Polygon</td></tr> |
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<tr><td style="padding-left:80px;">[[#pymunx. |
<tr><td style="padding-left:80px;">'''[[#pymunx.apply_impulse|pymunx.apply_impulse]]'''</td> |
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<td style="padding-left:20px;">Apply an Impulse to a given Shape's body</td></tr> |
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<tr><td style="padding-left:80px;">'''[[#pymunx.get_element_count|pymunx.get_element_count]]'''</td> |
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<td style="padding-left:20px;">Returns the current element count</td></tr> |
<td style="padding-left:20px;">Returns the current element count</td></tr> |
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</table> |
</table> |
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: ''(bold are the functions you'll likely want to use :)'' |
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=== pymunx.__init__ === |
=== pymunx.__init__ === |
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:<big> |
:<big>pymunx.__init__ (gravity= (0.0,-900.0))</big> |
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::* Init function |
::* Init function: init pymunk, get screen size, init space, ... |
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::* |
::* Parameter: gravity == (int(x), int(y)) |
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::* Returns: |
::* Returns: pymunx() |
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=== pymunx.init_colors === |
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:<big>pymunx.init_colors ()</big> |
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::* Init self.colors with a fix set of hex colors |
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::* Returns: - |
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=== pymunx.set_color === |
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:<big>pymunx.set_color (clr)</big> |
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::* Set a color for all future Elements, until reset_color() is called |
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::* Parameter: clr == (Hex or RGB) |
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::* Returns: - |
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=== pymunx.reset_color === |
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:<big>pymunx.reset_color ()</big> |
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::* All Elements from now on will be drawn in random colors |
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::* Returns: - |
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=== pymunx.get_color === |
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:<big>pymunx.get_color ()</big> |
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::* Get a color - either the fixed one or the next from self.colors |
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::* Returns: clr = ((R), (G), (B)) |
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=== pymunx.toggle_help === |
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:<big>pymunx.toggle_help ()</big> |
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::* Toggle Help on and off |
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::* Returns: - |
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=== pymunx.set_info === |
=== pymunx.set_info === |
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:<big>pymunx.set_info |
:<big>pymunx.set_info (txt)</big> |
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::* |
::* Create the Surface for the Infotext at the Upper Left Corner |
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::* |
::* Parameter: txt == str() |
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::* Returns: - |
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=== pymunx.messagebox_show === |
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:<big>pymunx.messagebox_show (txt, delay=None)</big> |
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::* Add a message box at the center on drawing |
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::* Parameter: txt == str() |
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::* Optional: delay (in seconds, until box disappears) |
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::* Returns: - |
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=== pymunx.messagebox_hide === |
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:<big>pymunx.messagebox_hide ()</big> |
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::* Hide the message box |
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::* Returns: - |
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=== pymunx.screenshot === |
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:<big>pymunx.screenshot (filename='screenshot', ext='tga')</big> |
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::* Make a Screenshot in .tga format, if there is no screencast running |
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::* Optional: filename == str() (no extension), ext == str() (does not work -- always saves as .tga) |
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::* Returns: - |
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=== pymunx.screencast_start === |
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:<big>pymunx.screencast_start (fn='screencast')</big> |
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::* Start saving one image per frame in snapshots/ (as .tga), for encoding with mencoder |
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::* Optional: fn == str() (filename without extension) |
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::* Returns: - |
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=== pymunx.screencast_stop === |
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:<big>pymunx.screencast_stop ()</big> |
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::* Stop the image saving and start encoding the images to a .avi video (with mencoder) |
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::* Returns: - |
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=== pymunx.screencast_encode_callback === |
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:<big>pymunx.screencast_encode_callback ()</big> |
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::* Callback function when encoding is done -> remove info & resume physics |
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::* Returns: - |
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=== pymunx.save_surface === |
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:<big>pymunx.save_surface (surface, fn='surface', ext='tga')</big> |
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::* Saves a surface to a local file |
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::* Parameter: surface == pygame.Surface() |
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::* Optional: fn == str(fn_without_ext), ext == str() |
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::* Returns: fullname == str(full_name_of_file) |
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=== pymunx.clear === |
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:<big>pymunx.clear ()</big> |
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::* Clear & Reset the Physic Space (Remove all Elements) |
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::* Returns: - |
::* Returns: - |
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=== pymunx.flipy === |
=== pymunx.flipy === |
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:<big>pymunx.flipy ( |
:<big>pymunx.flipy (y)</big> |
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:: |
::* Convert pygame y-coordinate to chipmunk's |
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:: |
::* Parameter: y == int() |
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:: |
::* Returns: int(y_new) |
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=== pymunx.vec2df === |
=== pymunx.vec2df === |
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:<big>pymunx.vec2df |
:<big>pymunx.vec2df (pos)</big> |
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::* |
::* pos -> vec2d (with flipped y) |
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::* |
::* Parameter: pos == (int(x), int(pygame_y)) |
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::* Returns: |
::* Returns: vec2d(int(x), int(chipmunk_y)) |
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=== pymunx.autoset_screen_size === |
=== pymunx.autoset_screen_size === |
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:<big>pymunx.autoset_screen_size ( |
:<big>pymunx.autoset_screen_size (size=None)</big> |
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::* Get |
::* Get the current PyGame Screen Size, or sets it manually |
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::* Optional: size == (int(width), int(height)) |
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::* Returns: - |
::* Returns: - |
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=== pymunx. |
=== pymunx.is_inside === |
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:<big>pymunx. |
:<big>pymunx.is_inside (pos, tolerance=3000)</big> |
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::* Check |
::* Check if pos is inside screen + tolerance |
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::* Parameter: pos == (int(x), int(y)) |
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::* Returns: class pymunk_flags |
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::* Optional: tolerance == int(pixels) |
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::* Returns: True if inside, False if outside |
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=== pymunx.update === |
=== pymunx.update === |
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:<big>pymunx.update ( |
:<big>pymunx.update (fps=50.0, steps=5)</big> |
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::* Update the Physics Space |
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::* Update thy physics. fps is optional and by default set to 50.0 - steps is substeps per update |
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::* Optional: fps == int(fps), steps == int(space_steps_per_udate) |
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::* Returns: - |
::* Returns: - |
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=== pymunx.draw === |
=== pymunx.draw === |
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:<big>pymunx.draw ( |
:<big>pymunx.draw (surface, addtext=True)</big> |
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::* |
::* Draw All Shapes, and removes the ones outside |
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::* |
::* Parameter: surface == pygame.Surface() |
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::* Optional: addtext == True/False (if True, also add Info-Text to surface) |
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::* Returns: - |
::* Returns: - |
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=== pymunx.draw_shape === |
=== pymunx.draw_shape === |
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:<big>pymunx.draw_shape ( |
:<big>pymunx.draw_shape (surface, shape)</big> |
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::* Draw a |
::* Draw a shape (can be either Circle, Segment or Poly). |
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::* |
::* Parameter: surface == pygame.Surface(), shape == pymunk.Shape() |
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::* Returns: True if shape is inside screen, else False (for removal) |
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::* Returns: - |
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=== pymunx.add_wall === |
=== pymunx.add_wall === |
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:<big>pymunx.add_wall ( |
:<big>pymunx.add_wall (p1, p2, friction=1.0, elasticity=0.1, mass=inf, inertia=inf)</big> |
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::* Adds a fixed Wall pos = (int(x), int(y)) |
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::* Add a fixed wall between points p1 and p2. friction is a optional parameter |
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::* |
::* Parameter: p1 == pos(startpoint), p2 == pos(endpoint) |
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::* Optional: See #physical_parameters |
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::* Returns: - |
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::* Returns: pymunk.Shape() (=> .Segment()) |
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=== pymunx.add_ball === |
=== pymunx.add_ball === |
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:<big>pymunx.add_ball ( |
:<big>pymunx.add_ball (pos, radius=15, density=0.1, inertia=1000, friction=0.5, elasticity=0.3)</big> |
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::* Adds a Ball |
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::* Add a ball at pos. Other parameters are optional |
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::* |
::* Parameter: pos == (int(x), int(y)) |
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::* Optional: See #physical_parameters |
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::* Returns: - |
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::* Returns: pymunk.Shape() (=> .Circle()) |
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=== pymunx.add_square === |
=== pymunx.add_square === |
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:<big>pymunx.add_square ( |
:<big>pymunx.add_square (pos, a=18, density=0.1, friction=0.2, elasticity=0.3)</big> |
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::* Adding a Square | Note that a is actually half a side, due to vector easyness :) |
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::* Add a square at pos. |
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::* |
::* Parameter: pos == (int(x), int(y)) |
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::* Optional: a == (sidelen/2) | #physical_parameters |
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::* Returns: - |
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::* Returns: pymunk.Shape() (=> .Poly()) |
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=== pymunx.add_poly === |
=== pymunx.add_poly === |
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:<big>pymunx.add_poly |
:<big>pymunx.add_poly (points, density=0.1, friction=2.0, elasticity=0.3)</big> |
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::* Mass will be calculated out of mass = A * density |
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::* Add a polygon from given a given pygame pointlist |
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::* |
::* Parameter: points == [(int(x), int(y)), (int(x), int(y)), ...] |
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::* Optional: See #physical_parameters |
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::* Returns: pymunk.Shape() (=> .Poly()) |
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=== pymunx.apply_impulse === |
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:<big>pymunx.apply_impulse (shape, impulse_vector)</big> |
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::* Apply an Impulse to a given Shape |
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::* Parameter: shape == pymunk.Shape(), impulse_vector == (int(x), int(y)) |
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::* Returns: - |
::* Returns: - |
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=== pymunx.get_element_count === |
=== pymunx.get_element_count === |
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:<big>pymunx.get_element_count( |
:<big>pymunx.get_element_count ()</big> |
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::* |
::* Get the current (approx.) element count |
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::* Returns: int( |
::* Returns: int(element_count) |
Latest revision as of 21:23, 10 March 2008
pymunx
- Physics API for easy usage of chipmunk physics engine in pygame (with pymunk)
pymunx.__init__ | Init function: pymunk, get flags, get screen size, init space |
pymunx.init_colors | Init the random color array |
pymunx.set_color | Set a fixed color for new elements |
pymunx.reset_color | Set random colors for new elements |
pymunx.get_color | Get either fixed or random color (in rgb) |
pymunx.toggle_help | |
pymunx.set_info | Set the info-text (for the upper left corner) |
pymunx.messagebox_show | |
pymunx.messagebox_hide | |
pymunx.screenshot | |
pymunx.screencast_start | |
pymunx.screencast_stop | |
pymunx.screencast_encode_callback | |
pymunx.save_surface | |
pymunx.clear | Clear & Restart the Physics Space |
pymunx.flipy | Convert pygame y-coordinate to chipmunk's |
pymunx.vec2df | Convert a pygame pos to a vec2d (with flipped y coordinate) |
pymunx.autoset_screen_size | Get screensize from pygame or set manually. Call on resize |
pymunx.is_inside | Check if pos is inside screen + tolerance |
pymunx.update | Update the physics space |
pymunx.draw | Call draw_shape for each element and remove outside ones |
pymunx.draw_shape | Draw a given shape (circle, segment, poly) |
pymunx.add_wall | Add a fixed wall |
pymunx.add_ball | Add a Ball |
pymunx.add_square | Add a Square (Box) |
pymunx.add_poly | Add a Polygon |
pymunx.apply_impulse | Apply an Impulse to a given Shape's body |
pymunx.get_element_count | Returns the current element count |
- (bold are the functions you'll likely want to use :)
pymunx.__init__
- pymunx.__init__ (gravity= (0.0,-900.0))
- Init function: init pymunk, get screen size, init space, ...
- Parameter: gravity == (int(x), int(y))
- Returns: pymunx()
pymunx.init_colors
- pymunx.init_colors ()
- Init self.colors with a fix set of hex colors
- Returns: -
pymunx.set_color
- pymunx.set_color (clr)
- Set a color for all future Elements, until reset_color() is called
- Parameter: clr == (Hex or RGB)
- Returns: -
pymunx.reset_color
- pymunx.reset_color ()
- All Elements from now on will be drawn in random colors
- Returns: -
pymunx.get_color
- pymunx.get_color ()
- Get a color - either the fixed one or the next from self.colors
- Returns: clr = ((R), (G), (B))
pymunx.toggle_help
- pymunx.toggle_help ()
- Toggle Help on and off
- Returns: -
pymunx.set_info
- pymunx.set_info (txt)
- Create the Surface for the Infotext at the Upper Left Corner
- Parameter: txt == str()
- Returns: -
pymunx.messagebox_show
- pymunx.messagebox_show (txt, delay=None)
- Add a message box at the center on drawing
- Parameter: txt == str()
- Optional: delay (in seconds, until box disappears)
- Returns: -
pymunx.messagebox_hide
- pymunx.messagebox_hide ()
- Hide the message box
- Returns: -
pymunx.screenshot
- pymunx.screenshot (filename='screenshot', ext='tga')
- Make a Screenshot in .tga format, if there is no screencast running
- Optional: filename == str() (no extension), ext == str() (does not work -- always saves as .tga)
- Returns: -
pymunx.screencast_start
- pymunx.screencast_start (fn='screencast')
- Start saving one image per frame in snapshots/ (as .tga), for encoding with mencoder
- Optional: fn == str() (filename without extension)
- Returns: -
pymunx.screencast_stop
- pymunx.screencast_stop ()
- Stop the image saving and start encoding the images to a .avi video (with mencoder)
- Returns: -
pymunx.screencast_encode_callback
- pymunx.screencast_encode_callback ()
- Callback function when encoding is done -> remove info & resume physics
- Returns: -
pymunx.save_surface
- pymunx.save_surface (surface, fn='surface', ext='tga')
- Saves a surface to a local file
- Parameter: surface == pygame.Surface()
- Optional: fn == str(fn_without_ext), ext == str()
- Returns: fullname == str(full_name_of_file)
pymunx.clear
- pymunx.clear ()
- Clear & Reset the Physic Space (Remove all Elements)
- Returns: -
pymunx.flipy
- pymunx.flipy (y)
- Convert pygame y-coordinate to chipmunk's
- Parameter: y == int()
- Returns: int(y_new)
pymunx.vec2df
- pymunx.vec2df (pos)
- pos -> vec2d (with flipped y)
- Parameter: pos == (int(x), int(pygame_y))
- Returns: vec2d(int(x), int(chipmunk_y))
pymunx.autoset_screen_size
- pymunx.autoset_screen_size (size=None)
- Get the current PyGame Screen Size, or sets it manually
- Optional: size == (int(width), int(height))
- Returns: -
pymunx.is_inside
- pymunx.is_inside (pos, tolerance=3000)
- Check if pos is inside screen + tolerance
- Parameter: pos == (int(x), int(y))
- Optional: tolerance == int(pixels)
- Returns: True if inside, False if outside
pymunx.update
- pymunx.update (fps=50.0, steps=5)
- Update the Physics Space
- Optional: fps == int(fps), steps == int(space_steps_per_udate)
- Returns: -
pymunx.draw
- pymunx.draw (surface, addtext=True)
- Draw All Shapes, and removes the ones outside
- Parameter: surface == pygame.Surface()
- Optional: addtext == True/False (if True, also add Info-Text to surface)
- Returns: -
pymunx.draw_shape
- pymunx.draw_shape (surface, shape)
- Draw a shape (can be either Circle, Segment or Poly).
- Parameter: surface == pygame.Surface(), shape == pymunk.Shape()
- Returns: True if shape is inside screen, else False (for removal)
pymunx.add_wall
- pymunx.add_wall (p1, p2, friction=1.0, elasticity=0.1, mass=inf, inertia=inf)
- Adds a fixed Wall pos = (int(x), int(y))
- Parameter: p1 == pos(startpoint), p2 == pos(endpoint)
- Optional: See #physical_parameters
- Returns: pymunk.Shape() (=> .Segment())
pymunx.add_ball
- pymunx.add_ball (pos, radius=15, density=0.1, inertia=1000, friction=0.5, elasticity=0.3)
- Adds a Ball
- Parameter: pos == (int(x), int(y))
- Optional: See #physical_parameters
- Returns: pymunk.Shape() (=> .Circle())
pymunx.add_square
- pymunx.add_square (pos, a=18, density=0.1, friction=0.2, elasticity=0.3)
- Adding a Square | Note that a is actually half a side, due to vector easyness :)
- Parameter: pos == (int(x), int(y))
- Optional: a == (sidelen/2) | #physical_parameters
- Returns: pymunk.Shape() (=> .Poly())
pymunx.add_poly
- pymunx.add_poly (points, density=0.1, friction=2.0, elasticity=0.3)
- Mass will be calculated out of mass = A * density
- Parameter: points == [(int(x), int(y)), (int(x), int(y)), ...]
- Optional: See #physical_parameters
- Returns: pymunk.Shape() (=> .Poly())
pymunx.apply_impulse
- pymunx.apply_impulse (shape, impulse_vector)
- Apply an Impulse to a given Shape
- Parameter: shape == pymunk.Shape(), impulse_vector == (int(x), int(y))
- Returns: -
pymunx.get_element_count
- pymunx.get_element_count ()
- Get the current (approx.) element count
- Returns: int(element_count)