/usr/lib/krank/Part.py is in krank 0.7+dfsg2-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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# Part.py
import k
from Krank import *
from Math import *
from Sprite import *
from Effect import *
from Tools import *
KDRAG = 0.001
#-----------------------------------------------------------------------------------------------
#-----------------------------------------------------------------------------------------------
class Particle:
#-------------------------------------------------------------------------------------------
def __init__ (self, dict={}):
self.imass = dict.get('imass', 1.0)
self.pos = vector(dict.get('pos', (k.world.rect.centerx/2, k.world.rect.centery/2)))
self.vel = vector(dict.get('vel', (0,0)))
self.force = vector(dict.get('force', (0,0)))
self.drag = dict.get('drag', KDRAG)
self.radius = dict.get('radius', 13.0)
self.player = dict.get('player', 0)
self.captured = 0
image = dict.get('image')
self.color = dict.get('color')
if not image and self.color is not None:
image = 'levels/images/dot28_%s.png' % self.color
self.sprite = Sprite(self.pos, image, dict.get('sprites'))
k.particle_sprites.add(self.sprite)
self.sprite.part = self
#-------------------------------------------------------------------------------------------
def resetForce (self):
self.force.zero()
#-------------------------------------------------------------------------------------------
def applyForce (self, force):
self.force += force
#-------------------------------------------------------------------------------------------
def calcForces (self):
self.applyForce(-self.vel*self.vel.length()*self.drag)
#-------------------------------------------------------------------------------------------
def solveForce (self, seconds):
self.vel += self.force * (self.imass * seconds)
maxvel = self.player and 500 or k.world.rect.height
if self.vel.length() > maxvel:
self.vel = self.vel.norm()*maxvel
self.pos += self.vel * seconds
self.sprite.setPos(self.pos)
#-----------------------------------------------------------------------------------------------
#-----------------------------------------------------------------------------------------------
class Stone (Particle):
def __init__ (self, dict):
dict['image'] = 'levels/images/dot28_s_%s.png' % dict.get('color')
Particle.__init__(self, dict)
self.imass = 0
#-----------------------------------------------------------------------------------------------
#-----------------------------------------------------------------------------------------------
class Switch (Particle):
#-------------------------------------------------------------------------------------------
def __init__ (self, dict={}):
self.color = dict.get('color', 'white')
if not dict.has_key('image'):
icon = dict.get('size', 'large') == "large" and "menu" or "menu_small"
image = pygame.image.load('levels/images/%s_%s.png' % (icon, self.color))
dict['image'] = image
Particle.__init__(self, dict)
self.radius = dict.get('radius', dict.get('size', 'large') == "large" and 32.0 or 16.0)
self.action = dict.get('action')
self.text = dict.get('text')
self.group = dict.get('group')
self.offset = dict.get('offset', self.radius*1.5)
self.imass = 0
textsize = dict.get('textsize', dict.get('size', 'large'))
if self.text:
align = dict.get('align', 'left')
if align == 'right':
pos = self.pos+vector((-self.offset, 0))
elif align == 'bottom':
pos = self.pos+vector((0, self.offset*1.3))
align = 'center'
elif align == 'top':
pos = self.pos+vector((0, -self.offset*1.3))
align = 'center'
else:
pos = self.pos+vector((self.offset, 0))
drawText(self.text, pos,
align=align,
size=textsize,
valign=dict.get('valign', 'center'),
color=dict.get('textcolor', (255, 255, 255)))
#-------------------------------------------------------------------------------------------
def collision_action (self):
if not k.level.exit:
if self.action:
eval(self.action)
if self.group:
self.sprite.image = pygame.image.load('levels/images/menu_orange.png')
for part in k.particles.parts:
if part <> self and hasattr(part, 'group') and part.group == self.group:
part.sprite.image = pygame.image.load('levels/images/menu_white.png')
#-----------------------------------------------------------------------------------------------
#-----------------------------------------------------------------------------------------------
class Magnet:
#-------------------------------------------------------------------------------------------
def __init__ (self, dict={}):
self.pos = vector(dict.get('pos', (k.world.rect.centerx, k.world.rect.centery)))
self.num = dict.get('num', 6)
self.color = dict.get('color', 'white')
self.angle = -math.pi/2
self.anglefac = len(k.particles.magnets)%2 and 1 or -1
image = pygame.Surface((64,64), pygame.SRCALPHA, 32)
image.blit(pygame.image.load('levels/images/dot32_%s.png' % (self.color,)), (16, 16, 32, 32))
self.sprite = Sprite(self.pos, image, k.magnet_sprites)
self.sprite.magnet = self
self.dots = []
for i in range(self.num):
dir = vector.withAngle(i*2*math.pi/(self.num)+self.angle, 16+10-1)
image = pygame.image.load('levels/images/dot20_%s.png' % (self.color,))
self.dots.append(Sprite(self.pos+dir, image, k.magnet_sprites))
self.captured = sets.Set()
self.oldCaptured = sets.Set()
self.actionCounter = 0
#-------------------------------------------------------------------------------------------
def remove (self):
SparkGroup(self.pos)
self.sprite.kill()
for dot in self.dots:
dot.kill()
k.particles.remove(self)
#-------------------------------------------------------------------------------------------
def applyAttractionForce(self, part):
attraction = vector(part.pos.to(self.pos))
dist = attraction.length()
if dist < 32 + part.radius:
part.applyForce(attraction*(40-part.player*15))
self.captured.add(part)
part.captured = 1
if issubclass(part.__class__, Chain):
part.unlink()
#-------------------------------------------------------------------------------------------
def onTick(self, delta):
if self.oldCaptured.difference(self.captured):
k.sound.play('magnet_off', 1.2-len(self.captured)/6.0, 1)
for part in self.oldCaptured.difference(self.captured):
part.captured = 0
elif self.captured.difference(self.oldCaptured):
k.sound.play('magnet_on', 0.2+len(self.captured)/6.0, 1)
if len(self.captured):
nonplayer = len([p for p in self.captured if not p.player])
if nonplayer >= self.num:
self.actionCounter += delta
if self.actionCounter > 3000:
self.exploding = True
self.actionCounter = 0
colorSet = sets.Set()
for p in self.captured:
p.vel += self.pos.to(p.pos).norm()*1000*k.world.forceFactor
p.captured = 0
colorSet.add(p.color)
nonchains = len([p for p in self.captured if (p.__class__==Particle)])
if len(colorSet) == 1 and self.color in colorSet and nonchains >= self.num:
self.remove()
if not k.level.checkExit():
k.sound.play('magnet_action', force=1)
else:
self.captured = sets.Set()
k.sound.play('magnet_action', force=1)
elif int((self.actionCounter)/1000) > int((self.actionCounter-delta)/1000):
k.sound.play('magnet_start', force=1)
else:
self.actionCounter = 0
self.oldCaptured = self.captured
self.captured = sets.Set()
#-------------------------------------------------------------------------------------------
def onFrame (self, delta):
# rotation
self.angle += self.anglefac*math.pi*delta/8000
for i in range(self.num):
dir = vector.withAngle(self.angle+i*2*math.pi/(self.num), 16+10)
self.dots[i].rect = pygame.Rect(self.pos+dir-vector((self.dots[i].rect.size))/2, self.dots[i].rect.size)
if len(self.oldCaptured):
pointlist = [(clamp(p.pos.x, self.pos.x-31, self.pos.x+31), clamp(p.pos.y, self.pos.y-31, self.pos.y+31)) for p in self.oldCaptured]
pointlist.append(self.pos)
pygame.draw.aalines(k.screen, (255,255,255), 1, pointlist, 1)
#-----------------------------------------------------------------------------------------------
#-----------------------------------------------------------------------------------------------
class Spring:
#-------------------------------------------------------------------------------------------
def __init__ (self, p1, p2, length=32, oneWay=1, spring=50.0, damp=5.0):
self.p1 = p1
self.p2 = p2
self.rl = length
self.ks = spring
self.kd = damp
self.oneWay = oneWay
#-------------------------------------------------------------------------------------------
def __str__ (self):
return "<%02d %02d>" % (self.p1.index, self.p2.index)
#-------------------------------------------------------------------------------------------
def calcForces(self):
v = self.p1.pos - self.p2.pos
l = v.length()
if abs(l) > 0:
fac = (self.ks*(l-self.rl)+self.kd*((self.p1.vel-self.p2.vel).dot(v))/l)/l
f = fac * v
self.p2.applyForce(f)
if not self.oneWay:
self.p1.applyForce(-f)
#-------------------------------------------------------------------------------------------
def onFrame (self, delta):
if not self.p1.player:
pointlist = [self.p1.pos, self.p2.pos]
pygame.draw.aalines(k.screen, k.level.linkColor, 1, pointlist, 1)
#-------------------------------------------------------------------------------------------
def getRect (self):
if not self.p1.player:
rect = pygame.Rect(self.p1.pos, self.p2.pos-self.p1.pos)
rect.normalize()
rect = rect.inflate(8, 8)
return rect
return pygame.Rect(0,0,0,0)
#-----------------------------------------------------------------------------------------------
#-----------------------------------------------------------------------------------------------
class Chain (Particle):
#-------------------------------------------------------------------------------------------
def __init__ (self, dict={}):
self.links = []
self.springs = []
self.chain = [self]
self.maxLinks = dict.get('maxLinks', 2)
self.isAnchor = False
if not dict.has_key('image'):
self.color = dict.get('color', 'white')
image = pygame.image.load('levels/images/dot28_d_%s.png' % (self.color,))
dict['image'] = image
Particle.__init__(self, dict)
#-------------------------------------------------------------------------------------------
def __str__ (self):
return "[%02d links: %s chain: %s springs; %s]" % (self.index,
["%02d" % l.index for l in self.links],
["%02d" % c.index for c in self.chain],
[str(s) for s in self.springs])
#-------------------------------------------------------------------------------------------
def hasFreeLink (self):
return bool(max(0, self.maxLinks-len(self.links)))
#-------------------------------------------------------------------------------------------
def linkedChains (self):
chains = [self]
if self.links: self.links[0].traverseChain(self, chains)
return chains
#-------------------------------------------------------------------------------------------
def traverseChain (self, source, chains):
chains.append(self)
if self.isAnchor: return
if self.links:
if self.links[0] <> source:
self.links[0].traverseChain(self, chains)
elif len(self.links) > 1 and self.links[1] <> source:
self.links[1].traverseChain(self, chains)
#-------------------------------------------------------------------------------------------
def link (self, other):
if not self.hasFreeLink(): return False
if not other.hasFreeLink(): return False
if other in self.chain: return False
anchors = [p for p in self.chain if p.isAnchor]
if anchors and anchors[0] in other.chain: return False
k.sound.play('link')
self.links.append(other)
other.links.append(self)
self.chain.extend(other.isAnchor and [other] or list(other.chain))
for cp in self.chain:
if not cp.isAnchor:
cp.chain = list(self.chain)
spring = Spring(self, other, length=3*self.radius, oneWay=0, spring=50.0, damp=5.0)
k.particles.add(spring)
self.springs.append(spring)
other.springs.append(spring)
anchors = [p for p in self.chain if p.isAnchor]
if len(anchors) >= 2:
for a in anchors:
if a.checkExplode():
break
return True
#-------------------------------------------------------------------------------------------
def unlink (self):
if self.links:
k.sound.play('unlink')
for cp in self.chain:
if cp <> self and self in cp.chain:
cp.chain.remove(self)
for cp in self.links:
for sp in cp.springs:
if sp.p1 == self or sp.p2 == self:
cp.springs.remove(sp)
if self in cp.links:
cp.links.remove(self)
cp.chain = cp.linkedChains()
for c in cp.chain:
if not cp.isAnchor:
c.chain = list(cp.chain)
for sp in self.springs:
k.particles.remove(sp)
self.links = []
self.springs = []
self.chain = [self]
#-----------------------------------------------------------------------------------------------
#-----------------------------------------------------------------------------------------------
class Anchor (Chain):
#-------------------------------------------------------------------------------------------
def __init__ (self, dict={}):
self.angle = -math.pi/2
self.anglefac = len(k.particles.anchors)%2 and 1 or -1
dict['maxLinks'] = dict.get('maxLinks', 6)
self.color = dict.get('color', 'white')
image = pygame.image.load('levels/images/dot32_d_%s.png' % (self.color,))
dict['image'] = image
dict['radius'] = 16.0
Chain.__init__(self, dict)
self.dots = []
for i in range(self.maxLinks):
dir = vector.withAngle(i*2*math.pi/(self.maxLinks)+self.angle, 16+10-1)
image = pygame.image.load('levels/images/dot20_d_%s.png' % (self.color,))
self.dots.append(Sprite(self.pos+dir, image, k.magnet_sprites))
self.isAnchor = True
self.imass = 0
self.actionCounters = {}
k.framed.append(self)
#-------------------------------------------------------------------------------------------
def onFrame (self, delta):
for key in list(self.actionCounters.keys()):
if key == self.color:
if not self.checkComplete():
self.actionCounters.pop(key)
continue
if key <> self.color:
if not key in self.links:
self.actionCounters.pop(key)
continue
anchors = [p for p in key.chain if p.isAnchor]
if len(anchors) < 2:
self.actionCounters.pop(key)
continue
self.actionCounters[key] += delta
if self.actionCounters[key] > 3000:
chains = []
if key == self.color:
allanchors = [a for a in k.particles.anchors if a.color == self.color]
for a in allanchors:
for l in a.links:
if l.chain not in chains:
chains.append(l.chain)
else:
chains.append(key.chain)
for chain in chains:
anchors = [p for p in chain if p.isAnchor]
center = anchors[0].pos+anchors[0].pos.to(anchors[1].pos)*0.5
for p in chain:
if not p.isAnchor:
p.vel += (center.to(p.pos)+anchors[0].pos.to(p.pos)+anchors[1].pos.to(p.pos)).norm()*500**k.world.forceFactor
for p in list(chain):
if not p.isAnchor:
p.unlink()
if key == self.color:
for a in allanchors:
a.remove()
if not k.level.checkExit():
k.sound.play('anchor_action')
elif int((self.actionCounters[key])/1000) > int((self.actionCounters[key]-delta)/1000):
k.sound.play('magnet_start')
# rotation
self.angle += self.anglefac*math.pi*delta/8000
for i in range(self.maxLinks):
dir = vector.withAngle(self.angle+i*2*math.pi/(self.maxLinks), 16+10)
self.dots[i].rect = pygame.Rect(self.pos+dir-vector((self.dots[i].rect.size))/2, self.dots[i].rect.size)
#-------------------------------------------------------------------------------------------
def checkComplete (self):
anchors = [a for a in k.particles.anchors if a.color == self.color]
if True in map(lambda a: a.hasFreeLink(), anchors):
return False
for a in anchors:
for link in a.links:
if self.colorsInChain(link.chain) > 1:
return False
if len([a for a in link.chain if a.isAnchor]) < 2:
return False
return True
#-------------------------------------------------------------------------------------------
def checkExplode (self):
if len(self.links) == self.maxLinks:
if self.checkComplete():
self.actionCounters = {}
self.actionCounters[self.color] = 1
return True
for link in self.links:
if len([p for p in link.chain if p.isAnchor]) == 2:
if self.colorsInChain(link.chain) > 1:
if not self.actionCounters.has_key(link):
self.actionCounters[link] = 1
return True
return False
#-------------------------------------------------------------------------------------------
def colorsInChain (self, chain):
colorSet = sets.Set()
for p in chain:
colorSet.add(p.color)
return len(colorSet)
#-------------------------------------------------------------------------------------------
def remove (self):
self.actionCounters = {}
SparkGroup(self.pos)
self.sprite.kill()
for dot in self.dots: dot.kill()
k.particles.remove(self)
k.framed.remove(self)
#-----------------------------------------------------------------------------------------------
#-----------------------------------------------------------------------------------------------
class Collision:
def __init__(self, part, normal, factor=0):
self.p = part
self.n = normal
self.f = factor
self.s = None
#-----------------------------------------------------------------------------------------------
#-----------------------------------------------------------------------------------------------
class Particles:
#-------------------------------------------------------------------------------------------
def __init__ (self):
#log(log='startup')
k.particles = self
self.restdelta = 0
self.reset()
#-------------------------------------------------------------------------------------------
def reset (self):
self.parts = []
self.magnets = []
self.springs = []
self.anchors = []
#-------------------------------------------------------------------------------------------
def add (self, item):
if issubclass(item.__class__, Particle):
self.parts.append(item)
item.index = len(self.parts)
if issubclass(item.__class__, Anchor):
self.anchors.append(item)
elif item.__class__ == Magnet:
self.magnets.append(item)
elif item.__class__ == Spring:
self.springs.append(item)
#-------------------------------------------------------------------------------------------
def stoneCircle (self, pos, color, num, radius, start=0):
for i in range(num):
p = vector(pos) + vector.withAngle(start+i*2*math.pi/num, radius)
self.add(Stone({'pos': p, 'color': color}))
#-------------------------------------------------------------------------------------------
def ballCircle (self, pos, color, num, radius, start=0):
for i in range(num):
p = vector(pos) + vector.withAngle(start+i*2*math.pi/num, radius)
self.add(Particle({'pos': p, 'color': color}))
#-------------------------------------------------------------------------------------------
def chainCircle (self, pos, color, num, radius, start=0):
for i in range(num):
p = vector(pos) + vector.withAngle(start+i*2*math.pi/num, radius)
self.add(Chain({'pos': p, 'color': color}))
#-------------------------------------------------------------------------------------------
def remove (self, item):
if issubclass(item.__class__, Particle):
if item in self.parts:
self.parts.remove(item)
if issubclass(item.__class__, Anchor):
if item in self.anchors:
self.anchors.remove(item)
elif item.__class__ == Magnet:
if item in self.magnets:
self.magnets.remove(item)
elif item.__class__ == Spring:
if item in self.springs:
self.springs.remove(item)
#-------------------------------------------------------------------------------------------
def onFrame (self, delta):
stepSize = clamp(delta, 1, 10)
steps = clamp(delta/stepSize, 1, 20)
stepSize = 1.0*delta/steps
for i in range(steps):
k.player.onTick(stepSize)
self.calcForces()
self.solveForces(stepSize/1000.0)
self.checkCollisions()
self.resolveCollisions()
self.resetForces()
for magnet in self.magnets:
magnet.onTick(stepSize)
#-------------------------------------------------------------------------------------------
def resetForces(self):
for part in self.parts:
part.resetForce()
#-------------------------------------------------------------------------------------------
def calcForces (self):
for part in self.parts:
part.calcForces()
# magnet collisions
magnets = pygame.sprite.spritecollide(part.sprite, k.magnet_sprites, 0)
for magnet in magnets:
if hasattr(magnet, 'magnet'):
magnet.magnet.applyAttractionForce(part)
for spring in self.springs:
spring.calcForces()
#-------------------------------------------------------------------------------------------
def solveForces (self, seconds):
for part in self.parts:
part.solveForce(seconds)
#-------------------------------------------------------------------------------------------
def checkCollisions(self):
self.collisions = []
for index in range(len(self.parts)):
part = self.parts[index]
norm = None
if part.pos.y < k.world.rect.top:
norm = vector((0,1))
elif part.pos.y > k.world.rect.bottom:
norm = vector((0,-1))
elif part.pos.x < k.world.rect.left:
norm = vector((1,0))
elif part.pos.x > k.world.rect.right:
norm = vector((-1,0))
if norm <> None:
part.pos = pos(clamp(part.pos.x, 0, k.world.rect.width), clamp(part.pos.y, 0, k.world.rect.height))
if (norm.dot(norm)*part.imass) <> 0:
factor = 2 * part.vel.dot(norm) / (norm.dot(norm)*part.imass)
else:
factor = 0
collision = Collision(part, -norm, -factor)
self.collisions.append(collision)
k.sound.play('wall', clamp((part.vel.length()-50)/200, 0, 1))
SparkGroup(part.pos, int(-factor/10))
collisions = pygame.sprite.spritecollide(part.sprite, k.particle_sprites, 0)
for collision in collisions:
other = collision.part
if other <> part:
partToOther = part.pos.to(other.pos)
distance = partToOther.length()
radius = part.radius + other.radius
if distance < radius:
relvel = part.vel - other.vel
norm = vector(partToOther).norm()
if relvel.dot(norm) > 0: # particles approaching
f = 1.0-distance/radius
factor = min(1000, 2 * (f*16+relvel.dot(norm)) / (norm.dot(norm)*(part.imass+other.imass)))
tailtotail = part.player and other.player and (abs(part.player-other.player)==1)
if not tailtotail:
self.collisions.append(Collision(part, -norm, -factor))
if not part.captured:
if not other.captured:
self.handleChainCollision(part, other)
if not tailtotail: # ignore tail to tail collisions
if part.index < other.index:
if other.__class__ <> Switch:
k.sound.play('part', clamp((relvel.length()-50)/200, 0, 1))
SparkGroup(part.pos+partToOther*0.5, int(factor/10))
if not part.player and other.player:
k.score += factor/10.0
if hasattr(part, 'collision_action'):
part.collision_action()
if k.reset: return
#-------------------------------------------------------------------------------------------
def handleChainCollision(self, c1, c2):
if not issubclass(c1.__class__, Chain):
if c1.__class__ == Particle and not c1.player and issubclass(c2.__class__, Chain):
c2.unlink()
return False
if not issubclass(c2.__class__, Chain):
if c2.__class__ == Particle and not c2.player and issubclass(c1.__class__, Chain):
c1.unlink()
return False
if c1.__class__ == Chain:
return c1.link(c2)
elif c2.__class__ == Chain:
return c2.link(c1)
return False
#-------------------------------------------------------------------------------------------
def resolveCollisions(self):
for collision in self.collisions:
collision.p.vel -= collision.f * collision.n * collision.p.imass
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