Pymunk Physics Engine - Pegboard#
This uses the Pymunk physics engine to simulate balls falling on a pegboard.

pybmunk_pegboard.py#
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Use Pymunk physics engine.
For more info on Pymunk see:
https://www.pymunk.org/en/latest/
To install pymunk:
pip install pymunk
Artwork from https://kenney.nl
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.pymunk_pegboard
Click and drag with the mouse to move the boxes.
"""
import arcade
import pymunk
import random
import timeit
import math
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 800
SCREEN_TITLE = "Pymunk Pegboard Example"
class CircleSprite(arcade.Sprite):
def __init__(self, filename, pymunk_shape):
super().__init__(filename, center_x=pymunk_shape.body.position.x, center_y=pymunk_shape.body.position.y)
self.width = pymunk_shape.radius * 2
self.height = pymunk_shape.radius * 2
self.pymunk_shape = pymunk_shape
class MyGame(arcade.Window):
""" Main application class. """
def __init__(self, width, height, title):
super().__init__(width, height, title)
self.peg_list = arcade.SpriteList()
self.ball_list: arcade.SpriteList[CircleSprite] = arcade.SpriteList()
arcade.set_background_color(arcade.color.DARK_SLATE_GRAY)
self.draw_time = 0
self.processing_time = 0
self.time = 0
# -- Pymunk
self.space = pymunk.Space()
self.space.gravity = (0.0, -900.0)
self.static_lines = []
self.ticks_to_next_ball = 10
body = pymunk.Body(body_type=pymunk.Body.STATIC)
shape = pymunk.Segment(body, [0, 10], [SCREEN_WIDTH, 10], 0.0)
shape.friction = 10
self.space.add(shape, body)
self.static_lines.append(shape)
body = pymunk.Body(body_type=pymunk.Body.STATIC)
shape = pymunk.Segment(body, [SCREEN_WIDTH - 50, 10], [SCREEN_WIDTH, 30], 0.0)
shape.friction = 10
self.space.add(shape, body)
self.static_lines.append(shape)
body = pymunk.Body(body_type=pymunk.Body.STATIC)
shape = pymunk.Segment(body, [50, 10], [0, 30], 0.0)
shape.friction = 10
self.space.add(shape, body)
self.static_lines.append(shape)
radius = 20
separation = 150
for row in range(6):
for column in range(6):
x = column * separation + (separation // 2 * (row % 2))
y = row * separation + separation // 2
body = pymunk.Body(body_type=pymunk.Body.STATIC)
body.position = x, y
shape = pymunk.Circle(body, radius, pymunk.Vec2d(0, 0))
shape.friction = 0.3
self.space.add(body, shape)
sprite = CircleSprite(":resources:images/pinball/bumper.png", shape)
self.peg_list.append(sprite)
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
self.clear()
draw_start_time = timeit.default_timer()
self.peg_list.draw()
self.ball_list.draw()
for line in self.static_lines:
body = line.body
pv1 = body.position + line.a.rotated(body.angle)
pv2 = body.position + line.b.rotated(body.angle)
arcade.draw_line(pv1.x, pv1.y, pv2.x, pv2.y, arcade.color.WHITE, 2)
# Display timings
output = f"Processing time: {self.processing_time:.3f}"
arcade.draw_text(output, 20, SCREEN_HEIGHT - 20, arcade.color.WHITE, 12)
output = f"Drawing time: {self.draw_time:.3f}"
arcade.draw_text(output, 20, SCREEN_HEIGHT - 40, arcade.color.WHITE, 12)
self.draw_time = timeit.default_timer() - draw_start_time
def on_update(self, delta_time):
start_time = timeit.default_timer()
self.ticks_to_next_ball -= 1
if self.ticks_to_next_ball <= 0:
self.ticks_to_next_ball = 20
mass = 0.5
radius = 15
inertia = pymunk.moment_for_circle(mass, 0, radius, (0, 0))
body = pymunk.Body(mass, inertia)
x = random.randint(0, SCREEN_WIDTH)
y = SCREEN_HEIGHT
body.position = x, y
shape = pymunk.Circle(body, radius, pymunk.Vec2d(0, 0))
shape.friction = 0.3
self.space.add(body, shape)
sprite = CircleSprite(":resources:images/items/gold_1.png", shape)
self.ball_list.append(sprite)
# Check for balls that fall off the screen
for ball in self.ball_list:
if ball.pymunk_shape.body.position.y < 0:
# Remove balls from physics space
self.space.remove(ball.pymunk_shape, ball.pymunk_shape.body)
# Remove balls from physics list
ball.remove_from_sprite_lists()
# Update physics
# Use a constant time step, don't use delta_time
# See "Game loop / moving time forward"
# https://www.pymunk.org/en/latest/overview.html#game-loop-moving-time-forward
self.space.step(1 / 60.0)
# Move sprites to where physics objects are
for ball in self.ball_list:
ball.center_x = ball.pymunk_shape.body.position.x
ball.center_y = ball.pymunk_shape.body.position.y
ball.angle = math.degrees(ball.pymunk_shape.body.angle)
self.time = timeit.default_timer() - start_time
def main():
MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
arcade.run()
if __name__ == "__main__":
main()
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