Source code for pymunk.pygame_util
# ----------------------------------------------------------------------------
# pymunk
# Copyright (c) 2007-2012 Victor Blomqvist
#
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# ----------------------------------------------------------------------------
"""This submodule contains helper functions to help with quick prototyping
using pymunk together with pygame.
Intended to help with debugging and prototyping, not for actual production use
in a full application. The methods contained in this module is opinionated
about your coordinate system and not in any way optimized.
"""
__version__ = "$Id$"
__docformat__ = "reStructuredText"
__all__ = ["draw", "get_mouse_pos", "to_pygame", "from_pygame"]
import pygame
import pymunk
from pymunk.vec2d import Vec2d
flip_y = True
"""Flip the y cooridnate to make y point upwards"""
[docs]def draw(surface, *objs):
"""Draw one or many pymunk objects on a pygame.Surface object.
This method currently supports drawing of
* pymunk.Space
* pymunk.Segment
* pymunk.Circle
* pymunk.Poly
* pymunk.Constraint objects
If a Space is passed in all shapes in that space will be drawn.
Unrecognized objects will be ignored (for example if you pass in a
constraint).
Typical usage::
>>> pymunk.pygame_util.draw(screen, my_space)
You can control the color of a shape by setting shape.color to the color
you want it drawn in.
>>> my_shape.color = pygame.color.THECOLORS["pink"]
If you do not want a shape to be drawn, set shape.ignore_draw to True.
>>> my_shape.ignore_draw = True
Not all constraints are currently drawn in a very clear way, but all the
different shapes should look fine both as static and dynamic objects.
See pygame_util.demo.py for a full example
:Parameters:
surface : pygame.Surface
Surface that the objects will be drawn on
objs : One or many objects to draw
Can be either a single object or a list like container with
objects.
"""
for o in objs:
if isinstance(o, pymunk.Space):
_draw_space(surface, o)
elif isinstance(o, pymunk.Shape):
_draw_shape(surface, o)
elif isinstance(o, pymunk.Constraint):
_draw_constraint(surface, o)
elif hasattr(o, '__iter__'):
for oo in o:
draw(surface, oo)
def _draw_space(surface, space):
(width, height) = surface.get_size()
for s in space.shapes:
if not (hasattr(s, "ignore_draw") and s.ignore_draw):
_draw_shape(surface, s)
for c in space.constraints:
if not (hasattr(c, "ignore_draw") and c.ignore_draw):
_draw_constraint(surface, c)
def _draw_shape(surface, shape):
if isinstance(shape, pymunk.Circle):
_draw_circle(surface, shape)
elif isinstance(shape, pymunk.Segment):
_draw_segment(surface, shape)
elif isinstance(shape, pymunk.Poly):
_draw_poly(surface, shape)
def _draw_circle(surface, circle):
circle_center = circle.body.position + circle.offset.rotated(circle.body.angle)
p = to_pygame(circle_center, surface)
r = 0
color = pygame.color.THECOLORS["red"]
if circle.body.is_static:
color = pygame.color.THECOLORS["lightgrey"]
r = 1
if hasattr(circle, "color"):
color = circle.color
pygame.draw.circle(surface, color, p, int(circle.radius), r)
circle_edge = circle_center + Vec2d(circle.radius, 0).rotated(circle.body.angle)
p2 = to_pygame(circle_edge, surface)
line_r = 3 if circle.radius > 20 else 1
pygame.draw.lines(surface, pygame.color.THECOLORS["blue"], False, [p,p2], line_r)
def _draw_poly(surface, poly):
ps = poly.get_vertices()
ps = [to_pygame(p, surface) for p in ps]
ps += [ps[0]]
if hasattr(poly, "color"):
color = poly.color
elif poly.body.is_static:
color = pygame.color.THECOLORS["lightgrey"]
else:
color = pygame.color.THECOLORS["green"]
print poly.radius
pygame.draw.lines(surface, color, False, ps, max(int(poly.radius*2),1))
def _draw_segment(surface, segment):
body = segment.body
pv1 = body.position + segment.a.rotated(body.angle)
pv2 = body.position + segment.b.rotated(body.angle)
p1 = to_pygame(pv1, surface)
p2 = to_pygame(pv2, surface)
if hasattr(segment, "color"):
color = segment.color
elif segment.body.is_static:
color = pygame.color.THECOLORS["lightgrey"]
else:
color = pygame.color.THECOLORS["blue"]
pygame.draw.lines(surface, color, False, [p1,p2], max(int(segment.radius*2),1))
def _draw_constraint(surface, constraint):
if isinstance(constraint, pymunk.GrooveJoint) and hasattr(constraint, "groove_a"):
pv1 = constraint.a.position + constraint.groove_a
pv2 = constraint.a.position + constraint.groove_b
p1 = to_pygame(pv1, surface)
p2 = to_pygame(pv2, surface)
pygame.draw.aalines(surface, pygame.color.THECOLORS["darkgray"], False, [p1,p2])
elif isinstance(constraint, pymunk.PinJoint):
pv1 = constraint.a.position + constraint.anchr1.rotated(constraint.a.angle)
pv2 = constraint.b.position + constraint.anchr2.rotated(constraint.b.angle)
p1 = to_pygame(pv1, surface)
p2 = to_pygame(pv2, surface)
pygame.draw.aalines(surface, pygame.color.THECOLORS["darkgray"], False, [p1,p2])
elif isinstance(constraint, pymunk.GearJoint):
pv1 = constraint.a.position
pv2 = constraint.a.position
p1 = to_pygame(pv1, surface)
p2 = to_pygame(pv2, surface)
pygame.draw.circle(surface, pygame.color.THECOLORS["darkgray"], p1, 3)
pygame.draw.circle(surface, pygame.color.THECOLORS["darkgray"], p2, 3)
elif hasattr(constraint, "anchr1"):
pv1 = constraint.a.position + constraint.anchr1.rotated(constraint.a.angle)
pv2 = constraint.b.position + constraint.anchr2.rotated(constraint.b.angle)
p1 = to_pygame(pv1, surface)
p2 = to_pygame(pv2, surface)
pygame.draw.aalines(surface, pygame.color.THECOLORS["darkgray"], False, [p1,p2])
else:
pv1 = constraint.a.position
pv2 = constraint.b.position
p1 = to_pygame(pv1, surface)
p2 = to_pygame(pv2, surface)
pygame.draw.aalines(surface, pygame.color.THECOLORS["darkgray"], False, [p1,p2])
[docs]def get_mouse_pos(surface):
"""Get position of the mouse pointer in pymunk coordinates."""
p = pygame.mouse.get_pos()
return from_pygame(p, surface)
[docs]def to_pygame(p, surface):
"""Convenience method to convert pymunk coordinates to pygame surface
local coordinates
"""
if flip_y:
return int(p[0]), surface.get_height()-int(p[1])
else:
return int(p[0]), int(p[1])
[docs]def from_pygame(p, surface):
"""Convenience method to convert pygame surface local coordinates to
pymunk coordinates
"""
return to_pygame(p,surface)