The blocks in the code below are falling against gravity. They are moving from the bottom of the screen to the top when I run this code. I have tried to adjust the Gravity function but it's still moving from bottom to top which is opposite gravity. The code is however running well when I tested with another Laptop. I currently learning pygame.
import sys, random
import pygame
from pygame.locals import *
import pymunk
import pymunk.pygame_util
from random import seed
from random import choice
def add_circular_weight(space,mass=1,x=150,y=550):
radius = 5 + mass/10
inertia = pymunk.moment_for_circle(mass, 0, radius, (0,0))
body = pymunk.Body(mass, inertia)
body.position = x, y
shape = pymunk.Circle(body, radius, (0,0))
space.add(body, shape)
return shape
def main():
masses=[10,20,30,40,50,60,70,80,90,100]
pygame.init()
screen = pygame.display.set_mode((600, 600))
pygame.display.set_caption("Experiments")
clock = pygame.time.Clock()
space = pymunk.Space()
space.gravity = (0.0, -900.0)
balls = []
draw_options = pymunk.pygame_util.DrawOptions(screen)
ticks_to_next_ball = 10
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit(0)
elif event.type == KEYDOWN and event.key == K_ESCAPE:
sys.exit(0)
'''if event.key == pg.K_a:
self.body.angular_velocity = 5.5
elif event.key == pg.K_w:
self.body.apply_impulse_at_local_point(Vec2d(0, 900))'''
ticks_to_next_ball -= 1
if ticks_to_next_ball <= 0:
ticks_to_next_ball = 25
ball_shape = add_circular_weight(space, mass=choice(masses), x = random.randint(120,380))
balls.append(ball_shape)
screen.fill((255,255,255))
balls_to_remove = []
for ball in balls:
if ball.body.position.y < 150:
balls_to_remove.append(ball)
for ball in balls_to_remove:
space.remove(ball, ball.body)
balls.remove(ball)
space.debug_draw(draw_options)
space.step(1/50.0)
pygame.display.flip()
clock.tick(5)
if __name__ == '__main__':
main()
The problem is most likely a change that was made between pymunk 5.7 and 6.0. In the old version pymunk treated the direction of y opposite to how pygame does it when drawing a space with pymunk_utils
. To simplify things this was changed, so that both Pymunk and Pygame do the same thing.
To get the old behavior back you can set positive_y_is_up
in pygame_util to True: pymunk.pygame_util.positive_y_is_up = True
. However, if you dont have a lot of old code I suggest instead to modify the positions and gravity. This will make it simpler to reason about if you need to draw anything using pygame directly. (To convert you do converted_y_value = surface.get_height() - old_y_value
)
Converted your code would then look like:
import random
import sys
from random import choice, seed
import pygame
import pymunk
import pymunk.pygame_util
from pygame.locals import *
def add_circular_weight(space,mass=1,x=150,y=150):
radius = 5 + mass/10
inertia = pymunk.moment_for_circle(mass, 0, radius, (0,0))
body = pymunk.Body(mass, inertia)
body.position = x, y
shape = pymunk.Circle(body, radius, (0,0))
space.add(body, shape)
return shape
def main():
masses=[10,20,30,40,50,60,70,80,90,100]
pygame.init()
screen = pygame.display.set_mode((600, 600))
pygame.display.set_caption("Experiments")
clock = pygame.time.Clock()
space = pymunk.Space()
space.gravity = (0.0, 900.0)
#print(pymunk.pygame_util.positive_y_is_up)
#print(pymunk.version)
balls = []
draw_options = pymunk.pygame_util.DrawOptions(screen)
ticks_to_next_ball = 10
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit(0)
elif event.type == KEYDOWN and event.key == K_ESCAPE:
sys.exit(0)
'''if event.key == pg.K_a:
self.body.angular_velocity = 5.5
elif event.key == pg.K_w:
self.body.apply_impulse_at_local_point(Vec2d(0, -900))'''
ticks_to_next_ball -= 1
if ticks_to_next_ball <= 0:
ticks_to_next_ball = 25
ball_shape = add_circular_weight(space, mass=choice(masses), x = random.randint(120,380))
balls.append(ball_shape)
screen.fill((255,255,255))
balls_to_remove = []
for ball in balls:
if ball.body.position.y > 550:
balls_to_remove.append(ball)
for ball in balls_to_remove:
space.remove(ball, ball.body)
balls.remove(ball)
space.debug_draw(draw_options)
space.step(1/50.0)
pygame.display.flip()
clock.tick(5)
if __name__ == '__main__':
main()