|
马上注册,结交更多好友,享用更多功能^_^
您需要 登录 才可以下载或查看,没有账号?立即注册
x
在cocos2d python界面画一个圆,在pymunk重力下自由下落,以下代码如何修改?- # coding: utf-8
- import cocos
- import pymunk
- from pyglet.gl import *
- from math import cos, tan, pi
- class Hello(cocos.layer.Layer):
- def __init__(self):
- super(Hello, self).__init__()
- self.ball_body, self.ball_shape = create_ball(self)
- self.space.add(self.ball_body, self.ball_shape)
- # 创建Pymunk空间
- self.space = pymunk.Space()
- self.space.gravity = (0, -300)
- self.elapsed = 0
- self.schedule(self.update)
- # 创建圆的Pymunk body和shape
- radius = 20
- mass = 1000
- moment = pymunk.moment_for_circle(mass, 0, radius)
- self.cbody = pymunk.Body(mass, moment)
- self.cbody.position = 300, 300
- self.c = pymunk.Circle(self.cbody, radius)
- self.space.add(self.cbody, self.c)
- def create_ball(self):
- super().draw()
- self.circle_center = (300, 300)
- self.circle_radius = 20
- # 设置颜色为绿色并绘制圆
- glColor4ub(0, 255, 0, 255)
- num_segments = 100
- theta = 2 * pi / num_segments
- tangetial_factor = tan(theta) # Calculate the tangential factor
- radial_factor = cos(theta) # Calculate the radial factor
- x = self.circle_radius # Start at angle = 0
- y = 0
- glBegin(GL_LINE_LOOP)
- for i in range(num_segments):
- glVertex2f(x + self.circle_center[0], y + self.circle_center[1])
- tx = -y
- ty = x
- x += tx * tangetial_factor
- y += ty * tangetial_factor
- x *= radial_factor
- y *= radial_factor
- glEnd()
- self.ball_body = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
- self.ball_shape = pymunk.Poly(self.ball_body, self.circle)
- self.ball_shape.friction = 0.5
- self.ball_shape.collision_type = 1
- self.ball_shape.density = 0.1
- return self.ball_body, self.ball_shape
- def update(self, dt):
- self.space.step(dt)
- self.ball.position = self.cbody.position
- if __name__ == "__main__":
- cocos.director.director.init()
- hello_layer = Hello()
- main_scene = cocos.scene.Scene(hello_layer)
- cocos.director.director.run(main_scene)
复制代码
要在 Cocos2d-python 中使用 Pymunk 实现一个圆在重力下自由下落,您需要正确创建和更新圆的物理表现和显示。以下是对您提供的代码的修正,以确保圆正确地在重力影响下下落:
- import cocos
- import pymunk
- from pyglet.gl import *
- from math import cos, tan, pi
- class Hello(cocos.layer.Layer):
- def __init__(self):
- super(Hello, self).__init__()
- # 创建Pymunk空间
- self.space = pymunk.Space()
- self.space.gravity = (0, -300)
- # 创建圆的Pymunk body和shape
- radius = 20
- mass = 10 # 质量设为较小的值以便测试
- moment = pymunk.moment_for_circle(mass, 0, radius)
- self.cbody = pymunk.Body(mass, moment)
- self.cbody.position = (300, 300)
- self.c = pymunk.Circle(self.cbody, radius)
- self.c.friction = 0.5
- self.c.elasticity = 0.9 # 加入一点弹性
- self.space.add(self.cbody, self.c)
- self.schedule(self.update)
- def draw(self):
- # 设置颜色为绿色并绘制圆
- glColor4ub(0, 255, 0, 255)
- num_segments = 100
- theta = 2 * pi / num_segments
- tangetial_factor = tan(theta) # 计算切线因子
- radial_factor = cos(theta) # 计算径向因子
- x = self.c.radius # 起始点为角度0
- y = 0
- glPushMatrix()
- glTranslatef(self.cbody.position.x, self.cbody.position.y, 0)
- glBegin(GL_LINE_LOOP)
- for i in range(num_segments):
- glVertex2f(x, y)
- tx = -y
- ty = x
- x += tx * tangetial_factor
- y += ty * tangetial_factor
- x *= radial_factor
- y *= radial_factor
- glEnd()
- glPopMatrix()
- def update(self, dt):
- self.space.step(dt)
- if __name__ == "__main__":
- cocos.director.director.init()
- hello_layer = Hello()
- main_scene = cocos.scene.Scene(hello_layer)
- cocos.director.director.run(main_scene)
复制代码
### 修改要点:
1. **创建Pymunk Body的类型和设置**:我将body的类型设置为动态(去掉了KINEMATIC类型),它会自然地受到重力影响。
2. **正确绘制圆**:确保每次绘制时都是以 `self.cbody.position` 作为中心来进行绘制,以体现下落效果。
3. **物理属性**:调整了弹性(elasticity)和摩擦力(friction),以简单模拟现实效果。
4. **删除冗余代码**:去掉了不必要的代码和重复定义的函数参数。
这些修改确保了圆的物理行为和图形显示能够同步,即圆能够因重力而下落并在屏幕上看到其移动。
以上回复来自 FishC AI 小助理,如未能正确解答您的问题,请继续追问。
|
|