Setting the Shape's collision_type and layer attributes doesn't fix
the problem.  I must be missing something else.

I'll study your code in more detail.  I shall also try something a
little more basic in pymunk as well.

Thanks for the help,

Dorzey

On Aug 8, 4:40 am, Steve Johnson <[email protected]> wrote:
> My unfinished work in progress Gluball uses pyglet extensively. I'm
> afraid I don't have the time or energy to document it, but feel free
> to peek at the source. In particular, check out gamelib/util/
> physics.py, gamelib.body.SingleBody and gamelib.unit.Unit. I think
> your problem is probably that you need to set your shapes'
> collision_type or layer attributes. I don't remember which.
>
> http://www.github.com/irskep/gluball
>
> On Aug 7, 7:31 pm, dorzey <[email protected]> wrote:
>
> > I'm trying to create my first game and after some research it seems
> > pymunk might be a nice way to add some physics to my top down racing
> > game; or at least take care of collisions for me.
>
> > However, my attempt (http://pastebin.com/m6d5a81c1) to use it has
> > faltered.  Whilst the body, shape and sprite all seem to be having
> > their position updated correctly my program fails to recognise, and
> > then handle, the collision. What am I doing wrong?
>
> > I'm probably missing something really obvious, but google and the
> > pymunk api don't seem to hold the answer.
>
> > I'd also be interested in links to any tutorials/examples on using
> > pymunk with pyglet.
>
> > Thanks,
>
> > Dorzey
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