具有碰撞对的非碰撞物体,Pymunk Pygam

2024-06-14 18:56:12 发布

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我想实现一个代码,它有无碰撞的对象对。我的一对是两个互相连接的球。我要那两对球碰撞。但是我不想这两个球与其他两个球相撞。在

如何在pymunk ShapeFilter中实现包含这么多类别的掩码?我应该使用位运算符吗?正如你可以在我的形状过滤器中看到的,我试图忽略除了成对类别之外的值,但它不适用于4+数量的球?在

我的代码不能相互处理这些球的状态。在

import pygame 
from pygame.locals import *
from pygame.color import *
import pymunk
import pymunk.pygame_util
from pymunk import Vec2d
import  sys
#import tensorflow as tf
from time import sleep
import time
import numpy as np
from math import exp
from random import seed
from random import random
import datetime
import operator


class Game:
    def __init__(self):


        # initialize game window
        pygame.init()

        self.screen_x= 1500
        self.screen_y=  200

        # Pool Hyper Parameters
        # BE CAREFULL CHANGING THESE VARIABLES

        self.pool_size = 2
        self.pool_time = 15
        #########################################################################
        # NN lists
        #Pygame fonts
        self.font = pygame.font.SysFont("Arial", 16)
        self.screen = pygame.display.set_mode((self.screen_x,self.screen_y+200)) #screen display
        self.clock = pygame.time.Clock() ## init clock
        self.running = True
        # pymunk init
        self.space = pymunk.Space()
        self.space.gravity = (0.0, -1200.0)  #gravity setup
        self.draw_options = pymunk.pygame_util.DrawOptions(self.screen)#adds add physics to the screen


    def new(self):
        # start a new game
        ## Balls
        self.balls = []

        ## creating walls
        self.static_body = self.space.static_body
        self.static_lines = [pymunk.Segment(self.static_body, (0.0,50.0), (1500.0, 50.0), 0.0) ## road
                            ,pymunk.Segment(self.static_body, (1499.0, 150.0), (1499.0, 700.0), 0.0)
                            ,pymunk.Segment(self.static_body, (1800, 50.0), (1800, 170.0), 0.0)
                           ,pymunk.Segment(self.static_body, (0.0,50.0), (0.0, 700.0), 0.0) ## wall 1
                            ]
        ## set walls
        for line in self.static_lines:
            line.elasticity = 0.95
            line.friction = 01.5
            #line.filter = pymunk.ShapeFilter(categories=np.uint8(0))

        self.space.add(self.static_lines)
        # Go to run
        self.run()

    def run(self):
        # Game Loop
        self.playing = True
        self.no_ball = True
        while self.running:
            self.events()
            if self.no_ball == True:
                self.unit(self.pool_size)

            self.update()


    def update(self):


            self.screen.fill(THECOLORS["white"])
            ### Draw stuff
            self.balls_to_remove = []
            for ball in self.balls:
                if ball.body.position.y < 0: self.balls_to_remove.append(ball)
            for ball in self.balls_to_remove:
                self.space.remove(ball, ball.body)
                self.balls.remove(ball)
            self.space.debug_draw(self.draw_options)
            ### Update physics
            self.dt = 1.0/60.0
            for k in range(1):
                self.space.step(self.dt)

            ### Flip screen
            pygame.display.flip()
            self.clock.tick(50)
            pygame.display.set_caption("fps: " + str(self.clock.get_fps()))


    def events(self):
        for event in pygame.event.get():
            if event.type == QUIT:
                self.running = False
            if event.type == KEYDOWN:
                if event.key == K_y: ## Creates a ball
                    self.running = False
                    pass

            elif event.type == pygame.MOUSEMOTION:
                (self.mouse_x,  self.mouse_y) = pymunk.pygame_util.get_mouse_pos(self.screen)



    def unit (self, number_balls=None):
        #Mass And Radius units
        self.mass = 20
        self.radius = 10

        #Mass and Radius for joint
        self.mass_joint = 2
        self.radius_joint = 2

        #for n in number_balls
        self.objs = list()
        for i in range(number_balls):

            self.objs.append(pymunk.Body())
            self.objs.append(pymunk.Body())
            self.objs.append(pymunk.Body())

            #Inertia
            self.inertia = pymunk.moment_for_circle(self.mass, 0, self.radius, (0,0))
            self.inertia_joint = pymunk.moment_for_circle(self.mass_joint , 0, self.radius_joint, (0,0))  
            #Body
            self.objs[i], self.objs[i+1] = pymunk.Body(self.mass, self.inertia), pymunk.Body(self.mass, self.inertia)
            self.objs[i+2] = pymunk.Body(self.mass_joint, self.inertia_joint)

            #Position
            x = 100
            self.objs[i].position = x   , 90
            self.objs[i+1].position = x+24, 90
            self.objs[i+2].position = x+12, 90
            #Links
            self.link_1 = pymunk.PinJoint(self.objs[i], self.objs[i+2], (0, 0), (0, 0))
            self.link_2 = pymunk.PinJoint(self.objs[i+1], self.objs[i+2], (0, 0), (0, 0))
            # Adding Body links
            self.space.add(self.link_1)
            self.space.add(self.link_2)

            #First ball shape
            self.shape_first = pymunk.Circle(self.objs[i], self.radius, (0,0))
            self.shape_first.elasticity = 0.4
            self.shape_first.friction = 0.9
            self.space.add(self.objs[i], self.shape_first)

            #Fsecond ball shape
            self.shape_second = pymunk.Circle(self.objs[i+1], self.radius, (0,0))
            self.shape_second.elasticity = 0.4
            self.shape_second.friction = 0.9
            self.space.add(self.objs[i+1], self.shape_second)

            #Joint shape        
            self.shape_joint = pymunk.Circle(self.objs[i+2], self.radius_joint, (0,0))
            self.shape_joint.elasticity = 0.4
            self.shape_joint.friction = 0.9
            #self.shape_joint.sensor == True
            self.space.add(self.objs[i+2], self.shape_joint)


            body_first_category = (i*3)+1#"{0:b}".format(int(i+1)) 
            body_second_category = (i*3)+2
            body_joint_category = (i*3)+3
            print (body_first_category )
            print(body_second_category )
            print(body_joint_category )

            #"{0:b}".format(int(i+2))
            self.shape_first.filter = pymunk.ShapeFilter(categories=body_first_category, mask=(body_joint_category and body_second_category)  )            
            self.shape_second.filter = pymunk.ShapeFilter(categories=body_second_category, mask=(body_first_category and body_joint_category)  )
            self.shape_joint.filter = pymunk.ShapeFilter(categories=body_joint_category, mask=(body_first_category and body_second_category))  

            self.balls.append(self.shape_first)
            self.balls.append(self.shape_second)
            self.balls.append(self.shape_joint)
            self.no_ball = False



g = Game()
while g.running:
    g.new()


##pg.quit()

请帮助:)

注:示例库形状过滤器类:

http://www.pymunk.org/en/latest/pymunk.html#pymunk.ShapeFilter


Tags: importselfbodyspacescreenpygamefirstsecond
1条回答
网友
1楼 · 发布于 2024-06-14 18:56:12

你可以用冲突回调来解决这个问题,我认为begin callback是一个不错的选择。在要碰撞的每一对形状上,设置一个公共标识符,然后在回调中进行检查,只有当两个发生冲突的对象属于同一对时才返回True。在

像这样:

def only_collide_same(arbiter, space, data):
    a, b = arbiter.shapes
    return a.pair_index == b.pair_index

h = space.add_collision_handler(1,1)
h.begin = only_collide_same

for i in range(10):
    # create shapes and bodies ...
    # then for each pair of shapes:
    shape1.pair_index = i
    shape1.collision_type = 1
    shape2.pair_index = i
    shape2.collision_type = 1

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