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 --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
