Pymunx/Documentation
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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.set_info | Set the info-text (for the upper left corner) |
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.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 ()
- Reset the 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)
- 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)