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-rw-r--r--elements/add_objects.py65
-rw-r--r--tools.py10
2 files changed, 53 insertions, 22 deletions
diff --git a/elements/add_objects.py b/elements/add_objects.py
index 72dc21e..6ce7773 100644
--- a/elements/add_objects.py
+++ b/elements/add_objects.py
@@ -445,8 +445,52 @@ class Add:
# Define the body
x, y = c = tools_poly.calc_center(vertices_orig_reduced)
return self.poly((x,y), vertices, dynamic, density, restitution, friction)
-
- def joint(self, *args):
+
+ # Alex Levenson's added joint methods:
+ def distanceJoint(self,b1,b2,p1,p2):
+ # Distance Joint
+ p1 = self.parent.to_world(p1)
+ p2 = self.parent.to_world(p2)
+ p1x, p1y = p1
+ p2x, p2y = p2
+ p1x /= self.parent.ppm
+ p1y /= self.parent.ppm
+ p2x /= self.parent.ppm
+ p2y /= self.parent.ppm
+ p1 = box2d.b2Vec2(p1x, p1y)
+ p2 = box2d.b2Vec2(p2x, p2y)
+ jointDef = box2d.b2DistanceJointDef()
+ jointDef.Initialize(b1, b2, p1, p2)
+ jointDef.collideConnected = True
+ self.parent.world.CreateJoint(jointDef)
+
+ def fixedJoint(self, *args):
+ if len(args) == 2:
+ # Fixed Joint to the Background, don't assume the center of the body
+ b1 = self.parent.world.GetGroundBody()
+ b2 = args[0]
+ p1 = self.parent.to_world(args[1])
+ p1x, p1y = p1
+ p1x /= self.parent.ppm
+ p1y /= self.parent.ppm
+ p1 = box2d.b2Vec2(p1x, p1y)
+
+ jointDef = box2d.b2RevoluteJointDef()
+ jointDef.Initialize(b1, b2, p1)
+
+ self.parent.world.CreateJoint(jointDef)
+ elif len(args) == 1:
+ # Fixed Joint to the Background, assume the center of the body
+ b1 = self.parent.world.GetGroundBody()
+ b2 = args[0]
+ p1 = b2.GetWorldCenter()
+
+ jointDef = box2d.b2RevoluteJointDef()
+ jointDef.Initialize(b1, b2, p1)
+
+ self.parent.world.CreateJoint(jointDef)
+
+ def joint(self, *args):
print "* Add Joint:", args
if len(args) == 4:
@@ -476,22 +520,7 @@ class Add:
elif len(args) == 3:
# Revolute Joint
pass
-
- elif len(args) == 2:
-
- # Revolute Joint to the Background, don't assume the center of the body
- b1 = self.parent.world.GetGroundBody()
- b2 = args[0]
- p1 = self.parent.to_world(args[1])
- p1x, p1y = p1
- p1x /= self.parent.ppm
- p1y /= self.parent.ppm
- p1 = box2d.b2Vec2(p1x, p1y)
-
- jointDef = box2d.b2RevoluteJointDef()
- jointDef.Initialize(b1, b2, p1)
-
- self.parent.world.CreateJoint(jointDef)
+
elif len(args) == 1:
# Revolute Joint to the Background, assume the center of the body
b1 = self.parent.world.GetGroundBody()
diff --git a/tools.py b/tools.py
index be0b3b7..0c13581 100644
--- a/tools.py
+++ b/tools.py
@@ -267,17 +267,19 @@ class JointTool(Tool):
self.jb2 = self.game.world.get_bodies_at_pos(event.pos)
# if we have two distinct bodies, add a joint!
if self.jb1 and self.jb2 and str(self.jb1) != str(self.jb2):
- self.game.world.add.joint(self.jb1[0],self.jb2[0],self.jb1pos,self.jb2pos)
+ self.game.world.add.distanceJoint(self.jb1[0],self.jb2[0],self.jb1pos,self.jb2pos)
# If there's only one body, add a fixed joint
elif self.jb2:
- self.game.world.add.joint(self.jb2[0],self.jb2pos)
+ self.game.world.add.fixedJoint(self.jb2[0],self.jb2pos)
# regardless, clean everything up
self.jb1 = self.jb2 = self.jb1pos = self.jb2pos = None
if event.button == 3:
- # add a centered fisxed joint
+ # add a centered fixed joint
self.jb2 = self.game.world.get_bodies_at_pos(event.pos)
if self.jb2:
- self.game.world.add.joint(self.jb2[0])
+ self.game.world.add.fixedJoint(self.jb2[0])
+ # regardless, clean everything up
+ self.jb1 = self.jb2 = self.jb1pos = self.jb2pos = None
def draw(self):
if self.jb1:
pygame.draw.line(self.game.screen,(100,180,255),self.jb1pos,pygame.mouse.get_pos(),3)