A drawing and physics engine for Pygame
Project description
Phoenyx - Pygame Engine v0.3.2
Some simple classes in python that could make your life much simplier. Relies on pygame, numpy and pymunk, based on the idea of the Processing language.
Get the latest stable version using pip with
pip install phoenyx
.
What it does
This library allows you to create graphical components in pygame in a very few lines of code. It handles all color management, stroke weights and filling for you. It also provides a Vector and a SanBox wrapper class for pymunk suitable for physics engines and more mathematical drawings.
Please go and check pygame and pymunk for their amazing work ! Additionnal kudos to Daniel Shiffman.
How to ?
Please refer to the examples folder on GitHub for very simple but effective test files. You can now also read the helpme file for all available methods and objects.
from phoenyx import *
import random as rd
renderer: Renderer = Renderer(600, 600, "collision")
sandbox: SandBox = SandBox(renderer)
count = 0
fall = True
def revert() -> None:
global fall
fall = not fall
def clear() -> None:
sandbox.clear()
init()
def init() -> None:
for i in range(11):
for j in range(6):
sandbox.add_ball(60*i + 30 * (j%2), 100 + 60*j, 1, 15, elasticity=.99, is_static=True)
sandbox.add_segment((0, 600), (600, 600), 1, 5, is_static=True)
for i in range(11):
sandbox.add_segment((60 * i, 600), (60 * i, 500), 1, 5, is_static=True)
def setup() -> None:
global fall
init()
renderer.create_menu("options", toggle=revert, clear=clear)
renderer.set_background(51)
renderer.text_size = 15
def draw() -> None:
global count, fall
sandbox.step(iter=1)
sandbox.draw()
renderer.text(10, 10, f"fps : {round(renderer.fps)}")
count += 1
if count >= 30:
count = 0
if fall:
sandbox.add_ball(rd.randint(299, 301), 0, 1, 10, elasticity=.8)
if __name__ == "__main__":
renderer.run()
Requirements
Obviously some distribution of python : python 3.9
or above is required.
You will also need pygame
in order to use the Renderer, numpy
to use Vectors math and pymunk
to enable physics. To upgrade to a more recent version of any lib, run pip install --upgrade ...
. Requirements will automatically be met with pip when installing phoenyx.
Licenses
Phoenyx is licensed under the GPLv3. See LICENSE for more details. Phoenyx also includes the following components from other open source projects (see LICENSES folder for more) :
- numpy licensed under the BSD 3-Clause "New" or "Revised" License
- pygame licensed under the GNU LGPL version 2.1 License
- pymunk licensed under the MIT License
Changelog
Please refer to the changelog file for the full history.
Migrating to the pymunk library for better physics (and complete support of chapes, joints and constraints). Circles, Segments and Polygons have been implemented (either dynamic or static ones). Pin joints, slide joints and segment extension have followed. Some fixes have been made to the Renderer. More example files.
v0.3.2: caching error (click to expand)
- new method for Slider to get the value of the slider if it has been modified (evaluates as None otherwise)
- fixed error when tried to cache result of non static vectors
- removed iter method for vectors (be carefull when slicing vectors)
- new example file, Ramer–Douglas–Peucker line simpification algorithm
- new example file, convex hull by Chan algorithm (see Graham scan and Jarvis march)
- new example file, L-system fractal trees
- fixed drawing method for buttons
- made the translate and rotate methods (renderer) additive as they are in Processing and P5
- the translate function takes rotation and into account (rotate before translating to see the effet, translating before rotating won't have the same effect now, same with scaling)
- removed wrap method for SandBox since it is not relevent with bodies positions
TODOs
option to hide buttons and sliders or to draw them only when neededoption of alts drawing methods for buttonskeyboard integration- scrollbars
and side menus interractive drawingphysics Sandboxmore physics happening for bodies- integrate some utility functions (based on the example files)
- get rid of the renderer and sandbox objects and bring all methods into main scope (not guaranteed)
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