Created
April 1, 2018 08:53
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Untitled_192.py
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from scene import * | |
import math | |
class myscene(Scene): | |
def setup(self): | |
a=SpriteNode('plf:LaserPurple') | |
self.add_child(a) | |
self.a=a | |
a.position=(0,300) | |
a.vel=[180,120] | |
a.damping=.5 | |
self.g=100 | |
a=SpriteNode('plf:LaserPurpleDot') | |
self.add_child(a) | |
self.a=a | |
a.position=(0,300) | |
a.vel=[90,60] | |
a.damping=.1 | |
self.g=100 | |
def do_physics(self): | |
''' dumbed down physics | |
''' | |
for n in self.children: | |
# velocity changes per gravity | |
if hasattr(n,'vel'): | |
n.vel[1]-=self.g*self.dt | |
# if we hit the floor, bounce by reflecting vertical velocty, with some damping | |
if n.position.y+(n.vel[1]*self.dt)<0: | |
n.vel[1]*=-(1-n.damping) | |
# add some friction on the ground | |
if Point(n.position.x,0) in n.bbox: | |
n.vel[0]*=0.95 #fridtion | |
n.run_action(Action.move_by(n.vel[0]*self.dt, n.vel[1]*self.dt,self.dt)) | |
n.run_action(Action.rotate_to(math.atan2(n.vel[1],n.vel[0]))) | |
def update(self): | |
if self.t>1: | |
self.do_physics() | |
s=myscene() | |
run(s) |
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