2
from pygame.locals import *
5
from sgc.locals import *
14
location = b.get_location()
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window = sgc.surface.Screen((1000,500))
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drawable = pygame.sprite.Group()
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terain = pal.body.Terrain((0,0,0),60)
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tsprite = pygame.sprite.Sprite(drawable)
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tsprite.image = pygame.Surface((500,10))
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tsprite.image.fill((255,0,0))
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tsprite.rect = Rect(pospos([terain.get_position()[0],terain.get_position()[1],500,10]))
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box = pal.body.StaticBox((0,10,0,1,1,1))
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bsprite = pygame.sprite.Sprite(drawable)
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bsprite.image = pygame.Surface((10,10))
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bsprite.image.fill((0,255,0))
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bsprite.rect = Rect(pospos([box.get_position()[0],box.get_position()[1],10,10]))
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bspritey = pygame.sprite.Sprite(drawable)
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bspritey.image = pygame.Surface((10,10))
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bspritey.image.fill((0,255,0))
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bspritey.rect = Rect(pospos([box.get_position()[0],box.get_position()[1],10,10]))
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box1 = pal.body.Compound((-5,10,0))
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box1.add_box((0,0,0,1,1,1),mass=10)
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b1sprite = pygame.sprite.Sprite(drawable)
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b1sprite.image = pygame.Surface((10,10))
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b1sprite.image.fill((0,255,0))
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b1sprite.rect = Rect(pospos([box.get_position()[0],box.get_position()[1],10,10]))
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b1spritey = pygame.sprite.Sprite(drawable)
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b1spritey.image = pygame.Surface((10,10))
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b1spritey.image.fill((0,255,0))
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b1spritey.rect = Rect(pospos([box.get_position()[0],box.get_position()[1],10,10]))
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box2 = pal.body.Compound((-10,10,0))
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box2.add_capsule((0,0,0,1,5),mass=10)
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b2sprite = pygame.sprite.Sprite(drawable)
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b2sprite.image = pygame.Surface((10,10))
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b2sprite.image.fill((0,255,0))
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b2sprite.rect = Rect(pospos([box.get_position()[0],box.get_position()[1],10,10]))
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b2spritey = pygame.sprite.Sprite(drawable)
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b2spritey.image = pygame.Surface((10,10))
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b2spritey.image.fill((0,255,0))
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b2spritey.rect = Rect(pospos([box.get_position()[0],box.get_position()[1],10,10]))
95
cl = pygame.time.Clock()
100
for event in pygame.event.get():
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if event.type == QUIT:
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running = not running
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elif event.type == KEYDOWN:
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if event.key == K_SPACE:
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elif event.key == K_RIGHT or event.key == K_d:
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box1.set_active(True)
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box1.apply_impulse((impulseforce,0,0))
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elif event.key == K_LEFT or event.key == K_a:
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box1.set_active(True)
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box1.apply_impulse((-impulseforce,0,0))
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elif event.key == K_UP:
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box1.set_active(True)
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box1.apply_impulse((0,impulseforce,0))
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elif event.key == K_DOWN:
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box1.set_active(True)
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box1.apply_impulse((0,-impulseforce,0))
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elif event.key == K_w:
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box1.set_active(True)
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box1.apply_impulse((0,0,impulseforce))
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elif event.key == K_s:
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box1.set_active(True)
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box1.apply_impulse((0,0,-impulseforce))
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if motorbool: motor.run()
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bsprite.rect.center = posposz([box.get_position()[0],box.get_position()[1]])
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b1sprite.rect.center = posposz([box1.get_position()[0],box1.get_position()[1]])
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b2sprite.rect.center = posposz([box2.get_position()[0],box2.get_position()[1]])
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tsprite.rect.center = posposz([terain.get_position()[0],terain.get_position()[1]])
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bspritey.rect.center = posposy([box.get_position()[0],box.get_position()[2]])
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b1spritey.rect.center = posposy([box1.get_position()[0],box1.get_position()[2]])
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b2spritey.rect.center = posposy([box2.get_position()[0],box2.get_position()[2]])
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drawable.draw(window)
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pygame.display.flip()
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print box1.get_position()[1]
142
print pal._pal.all_objects
147
print pal._pal.all_objects