# `pymunk.pygame_util` Module

This submodule contains helper functions to help with quick prototyping using pymunk together with pygame.

Intended to help with debugging and prototyping, not for actual production use in a full application. The methods contained in this module is opinionated about your coordinate system and not in any way optimized.

class pymunk.pygame_util.DrawOptions(surface: Surface)

  Bases: `SpaceDebugDrawOptions`

  DRAW_COLLISION_POINTS

    alias of <class ‘CP_SPACE_DEBUG_DRAW_COLLISION_POINTS’>

  DRAW_CONSTRAINTS

    alias of <class ‘CP_SPACE_DEBUG_DRAW_CONSTRAINTS’>

  DRAW_SHAPES

    alias of <class ‘CP_SPACE_DEBUG_DRAW_SHAPES’>

  __init__(surface: Surface) → None

    Draw a pymunk.Space on a pygame.Surface object.

    Typical usage:

        >>> import pymunk
        >>> surface = pygame.Surface((10,10))
        >>> space = pymunk.Space()
        >>> options = pymunk.pygame_util.DrawOptions(surface)
        >>> space.debug_draw(options)

    You can control the color of a shape by setting shape.color to the color you want it drawn in:

        >>> c = pymunk.Circle(None, 10)
        >>> c.color = pygame.Color("pink")

    See pygame_util.demo.py for a full example

    Since pygame uses a coordiante system where y points down (in contrast to many other cases), you either have to make the physics simulation with Pymunk also behave in that way, or flip everything when you draw.

    The easiest is probably to just make the simulation behave the same way as Pygame does. In that way all coordinates used are in the same orientation and easy to reason about:

        >>> space = pymunk.Space()
        >>> space.gravity = (0, -1000)
        >>> body = pymunk.Body()
        >>> body.position = (0, 0) # will be positioned in the top left corner
        >>> space.debug_draw(options)

    To flip the drawing its possible to set the module property `positive_y_is_up` to True. Then the pygame drawing will flip the simulation upside down before drawing:

        >>> positive_y_is_up = True
        >>> body = pymunk.Body()
        >>> body.position = (0, 0)
        >>> # Body will be position in bottom left corner

    Parameters:
      surfacepygame.Surface

        Surface that the objects will be drawn on

  property collision_point_color: SpaceDebugColor

    The color of collisions.

    Should be a tuple of 4 ints between 0 and 255 (r,g,b,a).

    Example:

        >>> import pymunk
        >>> s = pymunk.Space()
        >>> b = pymunk.Body(1,10)
        >>> c1 = pymunk.Circle(b, 10)
        >>> c2 = pymunk.Circle(s.static_body, 10)
        >>> s.add(b, c1, c2)
        >>> s.step(1)
        >>> options = pymunk.SpaceDebugDrawOptions()
        >>> s.debug_draw(options)
        draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=52.0, g=152.0, b=219.0, a=255.0))
        draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
        draw_segment (Vec2d(8.0, 0.0), Vec2d(-8.0, 0.0), SpaceDebugColor(r=231.0, g=76.0, b=60.0, a=255.0))
        >>> options.collision_point_color = (10,20,30,40)
        >>> s.debug_draw(options)
        draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=52.0, g=152.0, b=219.0, a=255.0))
        draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
        draw_segment (Vec2d(8.0, 0.0), Vec2d(-8.0, 0.0), SpaceDebugColor(r=10.0, g=20.0, b=30.0, a=40.0))

  color_for_shape(shape: Shape) → SpaceDebugColor
  property constraint_color: SpaceDebugColor

    The color of constraints.

    Should be a tuple of 4 ints between 0 and 255 (r,g,b,a).

    Example:

        >>> import pymunk
        >>> s = pymunk.Space()
        >>> b = pymunk.Body(1, 10)
        >>> j = pymunk.PivotJoint(s.static_body, b, (0,0))
        >>> s.add(j)
        >>> options = pymunk.SpaceDebugDrawOptions()
        >>> s.debug_draw(options)
        draw_dot (5.0, Vec2d(0.0, 0.0), SpaceDebugColor(r=142.0, g=68.0, b=173.0, a=255.0))
        draw_dot (5.0, Vec2d(0.0, 0.0), SpaceDebugColor(r=142.0, g=68.0, b=173.0, a=255.0))
        >>> options.constraint_color = (10,20,30,40)
        >>> s.debug_draw(options)
        draw_dot (5.0, Vec2d(0.0, 0.0), SpaceDebugColor(r=10.0, g=20.0, b=30.0, a=40.0))
        draw_dot (5.0, Vec2d(0.0, 0.0), SpaceDebugColor(r=10.0, g=20.0, b=30.0, a=40.0))

  draw_circle(pos: Vec2d, angle: float, radius: float, outline_color: SpaceDebugColor, fill_color: SpaceDebugColor) → None
  draw_dot(size: float, pos: Tuple[float, float], color: SpaceDebugColor) → None
  draw_fat_segment(a: Tuple[float, float], b: Tuple[float, float], radius: float, outline_color: SpaceDebugColor, fill_color: SpaceDebugColor) → None
  draw_polygon(verts: Sequence[Tuple[float, float]], radius: float, outline_color: SpaceDebugColor, fill_color: SpaceDebugColor) → None
  draw_segment(a: Vec2d, b: Vec2d, color: SpaceDebugColor) → None
  draw_shape(shape: Shape) → None
  property flags: int

    Bit flags which of shapes, joints and collisions should be drawn.

    By default all 3 flags are set, meaning shapes, joints and collisions will be drawn.

    Example using the basic text only DebugDraw implementation (normally you would the desired backend instead, such as pygame_util.DrawOptions or pyglet_util.DrawOptions):

        >>> import pymunk
        >>> s = pymunk.Space()
        >>> b = pymunk.Body()
        >>> c = pymunk.Circle(b, 10)
        >>> c.mass = 3
        >>> s.add(b, c)
        >>> s.add(pymunk.Circle(s.static_body, 3))
        >>> s.step(0.01)
        >>> options = pymunk.SpaceDebugDrawOptions()

        >>> # Only draw the shapes, nothing else:
        >>> options.flags = pymunk.SpaceDebugDrawOptions.DRAW_SHAPES
        >>> s.debug_draw(options)
        draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=52.0, g=152.0, b=219.0, a=255.0))
        draw_circle (Vec2d(0.0, 0.0), 0.0, 3.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))

        >>> # Draw the shapes and collision points:
        >>> options.flags = pymunk.SpaceDebugDrawOptions.DRAW_SHAPES
        >>> options.flags |= pymunk.SpaceDebugDrawOptions.DRAW_COLLISION_POINTS
        >>> s.debug_draw(options)
        draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=52.0, g=152.0, b=219.0, a=255.0))
        draw_circle (Vec2d(0.0, 0.0), 0.0, 3.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
        draw_segment (Vec2d(1.0, 0.0), Vec2d(-8.0, 0.0), SpaceDebugColor(r=231.0, g=76.0, b=60.0, a=255.0))

  shape_dynamic_color: SpaceDebugColor = SpaceDebugColor(r=52, g=152, b=219, a=255)
  shape_kinematic_color: SpaceDebugColor = SpaceDebugColor(r=39, g=174, b=96, a=255)
  property shape_outline_color: SpaceDebugColor

    The outline color of shapes.

    Should be a tuple of 4 ints between 0 and 255 (r,g,b,a).

    Example:

        >>> import pymunk
        >>> s = pymunk.Space()
        >>> c = pymunk.Circle(s.static_body, 10)
        >>> s.add(c)
        >>> options = pymunk.SpaceDebugDrawOptions()
        >>> s.debug_draw(options)
        draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
        >>> options.shape_outline_color = (10,20,30,40)
        >>> s.debug_draw(options)
        draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=10.0, g=20.0, b=30.0, a=40.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))

  shape_sleeping_color: SpaceDebugColor = SpaceDebugColor(r=114, g=148, b=168, a=255)
  shape_static_color: SpaceDebugColor = SpaceDebugColor(r=149, g=165, b=166, a=255)
  property transform: Transform

    The transform is applied before drawing, e.g for scaling or translation.

    Example:

        >>> import pymunk
        >>> s = pymunk.Space()
        >>> c = pymunk.Circle(s.static_body, 10)
        >>> s.add(c)
        >>> options = pymunk.SpaceDebugDrawOptions()
        >>> s.debug_draw(options)
        draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
        >>> options.transform = pymunk.Transform.scaling(2)
        >>> s.debug_draw(options)
        draw_circle (Vec2d(0.0, 0.0), 0.0, 20.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
        >>> options.transform = pymunk.Transform.translation(2,3)
        >>> s.debug_draw(options)
        draw_circle (Vec2d(2.0, 3.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))

    Note

    Not all tranformations are supported by the debug drawing logic. Uniform scaling and translation are supported, but not rotation, linear stretching or shearing.

pymunk.pygame_util.from_pygame(p: Tuple[float, float], surface: Surface) → Tuple[int, int]

  Convenience method to convert pygame surface local coordinates to pymunk coordinates

pymunk.pygame_util.get_mouse_pos(surface: Surface) → Tuple[int, int]

  Get position of the mouse pointer in pymunk coordinates.

pymunk.pygame_util.positive_y_is_up: bool = False

  Make increasing values of y point upwards.

  When True:

      y
      ^
      |      . (3, 3)
      |
      |   . (2, 2)
      |
      +------ > x

  When False:

      +------ > x
      |
      |   . (2, 2)
      |
      |      . (3, 3)
      v
      y

pymunk.pygame_util.to_pygame(p: Tuple[float, float], surface: Surface) → Tuple[int, int]

  Convenience method to convert pymunk coordinates to pygame surface local coordinates.

  Note that in case positive_y_is_up is False, this function wont actually do anything except converting the point to integers.