I do indeed have collisions! The pymunk example you pointed to was
very useful; especially for drawing the body so I can see where it is.

However, I'm still struggling with updating the sprites when a
collision happens.  I've updated the pastebin(http://pastebin.com/
f3ae6b483) with my latest effort.  I can successfully update the
sprite and body from user input, but not when a collision occurs as
the bodies become 'detached' from the sprite.

Dorzey

On Aug 9, 9:37 pm, viblo <[email protected]> wrote:
> The main problem is that you set an offset to the body, even when you
> have changed the image to have its center in the middle. If you remove
> the offset from the body you will get collisions when the circles
> overlap. (You had collisions all the time, just that they didn't occur
> where you would expect :)
>
> Another problem is that as soon as the two circles collide they will
> move in the "physics world" but you never update their pyglet
> positions based on this fact. If you don't want them to move, you can
> return false from the collision callback function (then pymunk wont
> move the bodies to resolve the collision). Otherwise you have to
> update the pyglet car sprite positions from the bodies.
>
> I don't know if you have seen it but there is one very small pyglet
> example included with pymunk (the src dist). However, I don't think it
> will give you much help as it draws the screen directly from the
> pymunk objects and doesnt use pyglet sprites at all.
>
> note: With the newest release pymunk will automatically reorder the
> vertices if they are in the wrong order (unless its told not to).
> Another useful tip If you are uncertain about the polygon winding is
> to use pymunk.util.is_clockwise(..) or even simpler, just reverse the
> list and see if things improve :)
>
> /vb
>
> On Aug 8, 2:31 am, 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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