Pymunx/Documentation
< Pymunx
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pymunx
- Physics API for easy usage of chipmunk physics engine in pygame (with pymunk)
- (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.set_info
- pymunx.set_info (txt)
- Create the Surface for the Infotext at the Upper Left Corner
- Parameter: txt == str()
- Returns: -
pymunx.clear
- pymunx.clear ()
- Clears the Space
- 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)
- Return a vec2d with flipped y
- Parameter: pos == vec2d(int(x), int(chipmunk_y))
- Returns: -
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)
- Draw All Shapes, and removes the ones outside
- Parameter: surface == pygame.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=0.5, 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)