Source code for easymunk.pygame.draw_options

from typing import Sequence, Tuple

import pygame

from ..drawing import DrawOptions as DrawOptionsBase, Color
from ..linalg import Vec2d


[docs]class DrawOptions(DrawOptionsBase): _COLOR = DrawOptionsBase._COLOR surface: pygame.surface.Surface def __init__(self, surface=None, flip_y=False) -> None: """Draw a easymunk.Space on a pygame.Surface object. Typical usage:: >>> import easymunk >>> surface = pygame.Surface((10,10)) >>> space = easymunk.Space() >>> options = easymunk.pygame.DrawOptions(surface) >>> space.debug_draw(options) You can control the color of a shape by setting shape.color to the color you want it drawn in:: >>> c = easymunk.Circle(10, color=pygame.Color("pink")) See pygame_util.demo.py for a full example Since pygame uses a coordiante system where y points down (in contrast to many other cases), you either have to make the physics simulation with Pymunk also behave in that way, or flip everything when you draw. The easiest is probably to just make the simulation behave the same way as Pygame does. In that way all coordinates used are in the same orientation and easy to reason about:: >>> space = mk.Space() >>> space.gravity = (0, -1000) >>> body = space.Body() >>> body.position = (0, 0) # will be positioned in the top left corner >>> space.debug_draw(options) To flip the drawing its possible to set the module property :py:data:`positive_y_is_up` to True. Then the pygame drawing will flip the simulation upside down before drawing:: >>> body = mk.Body() >>> body.position = (0, 0) >>> # Body will be position in bottom left corner :Parameters: surface : pygame.Surface Surface that the objects will be drawn on """ if surface is None and pygame.display.get_init(): self.surface = pygame.display.get_surface() elif surface is None: self.surface = pygame.display.set_mode((800, 600)) else: self.surface = surface self.flip_y: bool = flip_y super(DrawOptions, self).__init__()
[docs] def draw_circle( self, pos: Vec2d, radius: float, angle: float = 0.0, outline_color: Color = _COLOR, fill_color: Color = _COLOR, ) -> None: p = self.to_pygame(pos) pygame.draw.circle(self.surface, fill_color, p, round(radius), 0) circle_edge = pos + Vec2d(radius, 0).rotated(angle) p2 = self.to_pygame(circle_edge) line_r = 2 if radius > 20 else 1 pygame.draw.lines(self.surface, outline_color, False, [p, p2], line_r)
[docs] def draw_segment(self, a: Vec2d, b: Vec2d, color: Color = _COLOR) -> None: p1 = self.to_pygame(a) p2 = self.to_pygame(b) pygame.draw.aalines(self.surface, color, False, [p1, p2])
[docs] def draw_fat_segment( self, a: Tuple[float, float], b: Tuple[float, float], radius: float = 0.0, outline_color: Color = _COLOR, fill_color: Color = _COLOR, ) -> None: p1 = self.to_pygame(a) p2 = self.to_pygame(b) r = round(max(1, radius * 2)) pygame.draw.lines(self.surface, fill_color, False, [p1, p2], r) if r > 2: orthog = [abs(p2[1] - p1[1]), abs(p2[0] - p1[0])] if orthog[0] == 0 and orthog[1] == 0: return scale = radius / (orthog[0] * orthog[0] + orthog[1] * orthog[1]) ** 0.5 orthog[0] = round(orthog[0] * scale) orthog[1] = round(orthog[1] * scale) points = [ (p1[0] - orthog[0], p1[1] - orthog[1]), (p1[0] + orthog[0], p1[1] + orthog[1]), (p2[0] + orthog[0], p2[1] + orthog[1]), (p2[0] - orthog[0], p2[1] - orthog[1]), ] pygame.draw.polygon(self.surface, fill_color, points) pygame.draw.circle( self.surface, fill_color, (round(p1[0]), round(p1[1])), round(radius), ) pygame.draw.circle( self.surface, fill_color, (round(p2[0]), round(p2[1])), round(radius), )
[docs] def draw_polygon( self, verts: Sequence[Tuple[float, float]], radius: float = 0.0, outline_color: Color = _COLOR, fill_color: Color = _COLOR, ) -> None: ps = [self.to_pygame(v) for v in verts] ps += [ps[0]] pygame.draw.polygon(self.surface, fill_color, ps) if radius > 0: for i in range(len(verts)): a = verts[i] b = verts[(i + 1) % len(verts)] self.draw_fat_segment(a, b, radius, outline_color, outline_color)
[docs] def draw_dot(self, size: float, pos: Tuple[float, float], color: Color) -> None: p = self.to_pygame(pos) pygame.draw.circle(self.surface, color, p, round(size), 0)
[docs] def mouse_pos(self) -> Vec2d: """Get position of the mouse pointer in pymunk coordinates.""" p = pygame.mouse.get_pos() return self.from_pygame(p)
[docs] def to_pygame(self, p: Tuple[float, float], surface=None) -> Vec2d: """Convenience method to convert pymunk coordinates to pygame surface local coordinates. Note that in case positive_y_is_up is False, this function wont actually do anything except converting the point to integers. """ if self.flip_y: surface = surface or self.surface return Vec2d(round(p[0]), surface.get_height() - round(p[1])) else: return Vec2d(round(p[0]), round(p[1]))
[docs] def from_pygame(self, p: Tuple[float, float]) -> Vec2d: """Convenience method to convert pygame surface local coordinates to pymunk coordinates """ return self.to_pygame(p)