simvx.core.nodes_2d.spring_follow¶
SpringFollow2D – critically-damped spring follow toward a target Vec2.
Module Contents¶
Classes¶
Critically-damped spring follow toward a target Vec2. |
Data¶
API¶
- simvx.core.nodes_2d.spring_follow.log¶
‘getLogger(…)’
- class simvx.core.nodes_2d.spring_follow.SpringFollow2D(**kwargs)[source]¶
Bases:
simvx.core.nodes_2d.node2d.Node2DCritically-damped spring follow toward a target Vec2.
Solitaire, Casual Crusade, Claustrowordia, and Balatro-Feel all re-implemented “card slides toward its dealt slot” by hand; this node is the lower-level primitive those games each want, sitting one step below :class:
Pile(which adds slot anchors, fans, hit zones, etc.).The follower’s
positionis integrated each frame toward- Attr:
target_position. A critically-damped spring is used: no oscillation, asymptotic approach, all controlled by a single- Attr:
half_lifeparameter (seconds for the gap to halve).
Two ways to drive the target:
Direct write – assign to :attr:
target_positionfrom outside.Track another node – set :attr:
target_pathto a node path (e.g."../HandSlot"); the follower will read that node’spositioneach frame.
Direct write wins when both are set (so animations can override the tracked node temporarily). Set
target_path=""to clear tracking.Example::
slot = Node2D(name="HandSlot", position=(400, 300)) card = SpringFollow2D(name="Card3H", position=(0, 0), half_life=0.12) card.target_path = "../HandSlot"
Implementation uses the critically-damped spring formulation::
omega = 1.67835 / half_life # gap halves every `half_life` seconds a = (target - position) * omega**2 - velocity * 2 * omega velocity += a * dt position += velocity * dt
The constant
1.67835is the numerical solution of(1 + omega*t) * exp(-omega*t) == 0.5– the envelope of a critically-damped spring – sohalf_lifeis an honest “seconds for the gap to halve” knob. Stable at typical frame rates without sub-stepping.Initialization
- target_position¶
‘Property(…)’
- target_path¶
‘NodePathProp(…)’
- half_life¶
‘Property(…)’
- enabled¶
‘Property(…)’
- property velocity: simvx.core.math.types.Vec2[source]¶
Current per-second velocity of the follower (read-only).
- position¶
‘_SpatialVecProperty(…)’
- rotation¶
‘Property(…)’
- scale¶
‘_SpatialVecProperty(…)’
- z_index¶
‘Property(…)’
- z_as_relative¶
‘Property(…)’
- render_layer¶
‘Property(…)’
- set_render_layer(index: int, enabled: bool = True) None¶
- is_on_render_layer(index: int) bool¶
- property absolute_z_index: int¶
- property rotation_degrees: float¶
- property world_position: simvx.core.math.types.Vec2¶
- property world_rotation: float¶
- property world_scale: simvx.core.math.types.Vec2¶
- property world_transform: tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2, float]¶
- property forward: simvx.core.math.types.Vec2¶
- property right: simvx.core.math.types.Vec2¶
- translate(offset: tuple[float, float] | numpy.ndarray)¶
- rotate(radians: float)¶
- rotate_deg(degrees: float)¶
- look_at(target: tuple[float, float] | numpy.ndarray)¶
- transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]¶
- draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None)¶
- wrap_screen(margin: float = 20)¶
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property process_mode: simvx.core.descriptors.ProcessMode¶
- property visible: bool¶
- reset_error() None¶
- add_child(node: simvx.core.node.Node) simvx.core.node.Node¶
- remove_child(node: simvx.core.node.Node)¶
- reparent(new_parent: simvx.core.node.Node)¶
- get_node(path: str) simvx.core.node.Node¶
- find_child(name: str, recursive: bool = False) simvx.core.node.Node | None¶
- find(target: type | str, recursive: bool = True) simvx.core.node.Node | None¶
- walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]¶
- property path: str¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- on_ready() None¶
- on_enter_tree() None¶
- on_exit_tree() None¶
- on_physics_process(dt: float) None¶
- on_draw(renderer) None¶
- on_picked(event: simvx.core.events.InputEvent) None¶
- on_unhandled_input(event: simvx.core.events.TreeInputEvent) None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- clear_children()¶
- destroy()¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶