You can use the physics engine with the help of a [physicboard]{.title-ref} to use it:

In a physics board, some motion and collision collision functions work slightly different than on other boards:

Getting Started#

First create a physics board and a token in it:

import miniworldmaker

myboard = miniworldmaker.PhysicsBoard()
myboard.size = 400, 300
token = miniworldmaker.Token((200,200))
token.size = (40, 40)
token.position = (10, 10)

The token will now drop down automatically. You can now change the properties of the room and the token.

How should the token be simulated?#

There are 4 ways how to simulate tokens:

  • “simulated”: The simulation is completely done by the physics engine. by the physics engine.

  • “manual”: The physics engine ignores the object, but collisions with the object are possible. with the object are possible.

  • “static”: Like manual, but intended for objects that are moved very rarely moved (e.g. walls). If you create many objects of this type the performance of objects of type “static” is higher than that of “manual”. is higher than for “manual”.

  • None: No simulation. The object is simply ignored and other objects objects can move through the object.

*This description is still continued