I am working through pygame tutorials and at the moment I am trying to figure out how to select a circle which is firing a ball where a ball hits another ball which in turn knocks a box down. The knocking of the box works fine when the ball hits the box. However, when I add the mouse movement so that I can select the ball again and place it in the same position so that it can be hit again so that the box knocks again. The ball just rolls backwards without firing the second ball to knock the box.Here is the previous code that works with one ball firing another ball but without the mouse movements i.e without allowing the ball to be selected and dragged.
import pygame
from pygame.locals import *
from pygame.color import *
import pymunk as pm
from pymunk import Vec2d
import sys
from random import randint
def to_pygame(p):
"""Small hack to convert pymunk to pygame coordinates"""
return int(p[0]), int(-p[1]+600)
def draw_ball(screen, ball, colour):
r = ball.radius
rot = ball.body.rotation_vector
p = to_pygame(ball.body.position)
p2 = Vec2d(rot.x, -rot.y) * r * 0.9
pygame.draw.line(screen, THECOLORS["red"], p, p+p2)
pygame.draw.circle(screen, colour, p, int(r), 3)
def add_ball(space, x=0, y=130):
mass = 1.3
radius = 20
inertia = pm.moment_for_circle(mass, 0, radius, (0,0))
body = pm.Body(mass, inertia)
body.position = (x,y)
shape = pm.Circle(body, radius, (0,0))
shape.friction = 10.0
shape.elasticity = 1.0
space.add(body, shape)
return shape
def add_box(space, size, pos, mass=0.3):
points = [(-size, -size), (-size, size), (size,size), (size, -size)]
moment = pm.moment_for_poly(int(mass), points, (0,0))
body = pm.Body(mass, moment)
body.position = pos
shape = pm.Poly(body, points, (0,0))
shape.friction = 1
space.add(body,shape)
return shape
def draw_box(screen, box):
ps = box.get_points()
ps.append(ps[0])
newps = [to_pygame(x) for x in ps]
pygame.draw.polygon(screen, THECOLORS["blue"], newps, 3)
def main():
pygame.init()
screen = pygame.display.set_mode((600, 600))
pygame.display.set_caption("Impulsive balls")
clock = pygame.time.Clock()
balls = []
space = pm.Space()
space.gravity = (0.0, -300.0)
# ground
body = pm.Body()
shape = pm.Segment(body, (0,100), (450,100), .0)
shape.friction = 6.0
space.add(shape)
# hidden ramp
body = pm.Body()
slope = pm.Segment(body, (0,100), (180,150), .0)
space.add(slope)
balls.append(add_ball(space, 10, 130))
balls.append(add_ball(space, 100, 150))
#joint = pm.PinJoint(balls[0].body, balls[1].body)
#joint.distance = 90
mass = 1.0
size = 20
box = add_box(space, size, (400,100+size), mass)
count = 0
while 1:
space.step(1/30.0)
clock.tick(30)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit(0)
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit(0)
if count == 10:
pm.Body.apply_impulse(balls[0].body, (450,0))
screen.fill(THECOLORS["white"])
pygame.draw.line(screen, THECOLORS["red"], to_pygame((0,100)), to_pygame((450,100)), 3)
pygame.draw.line(screen, THECOLORS["red"], to_pygame((0,100)), to_pygame((180,150)), 3)
draw_box(screen, box)
for ball in balls:
draw_ball(screen, ball, THECOLORS["green"])
pygame.display.flip()
count += 1
if __name__ == '__main__':
main()
Here is the second version where I add the mouse movement code
import pygame
from pygame.locals import *
from pygame.color import *
import pymunk as pm
from pymunk import Vec2d
import sys
from random import randint
def to_pygame(p):
"""Small hack to convert pymunk to pygame coordinates"""
return int(p[0]), int(-p[1]+600)
def from_pygame(p):
return to_pygame(p)
def draw_ball(screen, ball, colour):
r = ball.radius
rot = ball.body.rotation_vector
p = to_pygame(ball.body.position)
p2 = Vec2d(rot.x, -rot.y) * r * 0.9
pygame.draw.line(screen, THECOLORS["blue"], p, p+p2)
pygame.draw.circle(screen, colour, p, int(r), 3)
def add_ball(space, x=0, y=130):
mass = 1.3 #1.5
radius = 20
inertia = pm.moment_for_circle(mass, 0, radius, (0,0))
body = pm.Body(mass, inertia)
body.position = (x,y)
shape = pm.Circle(body, radius, (0,0))
shape.friction = 10.0
shape.elasticity = 1.0
space.add(body, shape)
return shape
def add_box(space, size, pos, mass=0.3):
points = [(-size, -size), (-size, size), (size,size), (size, -size)]
moment = pm.moment_for_poly(int(mass), points, (0,0))
body = pm.Body(mass, moment)
body.position = pos
shape = pm.Poly(body, points, (0,0))
shape.friction = 1
space.add(body,shape)
return shape
def draw_box(screen, box):
ps = box.get_points()
ps.append(ps[0])
newps = [to_pygame(x) for x in ps]
pygame.draw.polygon(screen, THECOLORS["blue"], newps, 3)
def main():
pygame.init()
screen = pygame.display.set_mode((600, 600))
pygame.display.set_caption("Impulsive balls")
clock = pygame.time.Clock()
body = []
selected = None
balls = []
space = pm.Space()
space.gravity = (0.0, -300.0)
# ground
body = pm.Body()
shape = pm.Segment(body, (0,100), (450,100), .0)
shape.friction = 6.0
space.add(shape)
# hidden ramp
body = pm.Body()
slope = pm.Segment(body, (0,100), (180,150), .0)
space.add(slope)
balls.append(add_ball(space, 10, 130))
balls.append(add_ball(space, 100, 150))
#joint = pm.PinJoint(balls[0].body, balls[1].body)
#joint.distance = 90
mass = 1.0
size = 20
box = add_box(space, size, (400,100+size), mass)
count = 0
while 1:
space.step(1/30.0)
clock.tick(30)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit(0)
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit(0)
if count == 10:
pm.Body.apply_impulse(balls[0].body, (450,0))
if event.key == K_p:
balls[0].body.apply_impulse((450,0))
if event.key == K_s:
balls[0].body.apply_impulse((-450,0))
elif event.type == MOUSEBUTTONDOWN:
p = from_pygame(Vec2d(event.pos))
selected = space.point_query_first(p)
elif event.type == MOUSEBUTTONUP:
if selected != None:
selected = None
elif event.type == MOUSEMOTION:
if selected != None:
selected.body.position = from_pygame(event.pos)
screen.fill(THECOLORS["white"])
pygame.draw.line(screen, THECOLORS["red"], to_pygame((0,100)), to_pygame((450,100)), 3)
pygame.draw.line(screen, THECOLORS["red"], to_pygame((0,100)), to_pygame((180,150)), 3)
draw_box(screen, box)
for ball in balls:
draw_ball(screen, ball, THECOLORS["green"])
pygame.display.flip()
count += 1
if __name__ == '__main__':
main()
Also, how can I have the ball at the same position so that I can drag it and push the other ball to knock the box instead of making the ball roll back, so later I can select the fired ball again and place it next to the ball without rolling back