import pygame class Bridge: def __init__(self, game): self.game = game self.screen = game.screen self.world = game.world self.joints = [] self.cost = 0 def create_world(self): rect = pygame.Rect((-400,800), (750, -250)) rect.normalize() pygame.draw.rect(self.screen, (100,180,255), rect, 3) self.world.add.rect(rect.center, rect.width / 2, rect.height / 2, dynamic=False) rect = pygame.Rect((1200,800), (-350, -250)) rect.normalize() pygame.draw.rect(self.screen, (100,180,255), rect, 3) self.world.add.rect(rect.center, rect.width / 2, rect.height / 2, dynamic=False) def add_cost(self, value): self.cost = self.cost + value print "cost now", value def joint_added(self, joint): print "joint added!" self.joints.append(joint) self.add_cost(100) def box_added(self): self.add_cost(10) def for_each_frame(self): for joint in self.joints: force = joint.GetReactionForce().Length() if force > 500: print "destroy joint!" self.world.world.DestroyJoint(joint) self.joints.remove(joint) def create_train(game, worldpoint = (-100,490), train = (100, 50), wheelrad = 20, cars = 3): points = [] for i in range(0,cars): startpoint = (worldpoint[0]-(train[0]+7)*i, worldpoint[1]) points.append(startpoint) rect = pygame.Rect(startpoint, train) rect.normalize() pygame.draw.rect(game.screen, (200, 50, 100), rect, 3) game.world.add.rect(rect.center, rect.width / 2, rect.height / 2, dynamic = True, density=10.0, restitution=0.16, friction=0.5) rearwheel = (startpoint[0]+wheelrad,startpoint[1]+train[1]-wheelrad/2) pygame.draw.circle(game.screen, (0,0,0), rearwheel, wheelrad, 3) game.world.add.ball(rearwheel,wheelrad, dynamic=True, density=10.0, restitution=0.16, friction=0.5) frontwheel = (startpoint[0]+train[0]-wheelrad,startpoint[1]+train[1]-wheelrad/2) pygame.draw.circle(game.screen, (0,0,0), frontwheel, wheelrad, 3) game.world.add.ball(frontwheel,wheelrad, dynamic=True, density=10.0, restitution=0.16, friction=0.5) rearaxle = game.world.get_bodies_at_pos(rearwheel) frontaxle = game.world.get_bodies_at_pos(frontwheel) game.world.add.jointMotor(rearaxle[0],rearaxle[1],rearwheel) game.world.add.jointMotor(frontaxle[0],frontaxle[1],frontwheel) for i in range(1,len(points)): backlink = (points[i][0]+train[0]-1,points[i][1]+train[1]-1) frontlink = (points[i-1][0]+1,points[i-1][1]+train[1]-1) btrain = game.world.get_bodies_at_pos(backlink) ftrain = game.world.get_bodies_at_pos(frontlink) game.world.add.distanceJoint(btrain[0], ftrain[0], backlink, frontlink)