from nodebox.graphics import *

class Entity(Layer):
	def __init__(self, mass, *args, **kwargs):
		Layer.__init__(self, *args, **kwargs)
		self.pos = physics.Vector(self.x, self.y, 0)
		self.ori = physics.Vector(1, 0, 0)
		self.vel = physics.Vector(0, 0, 0)
		self.acc = physics.Vector(0, 0, 0)

		self.relative_origin = 0.5, 0.5

		self.friction = 0.5
		self.mass = mass
		self.forces = list()

	def update(self):
		# Physics
		force_sum = physics.Vector()
		for f in self.forces:
			force_sum += f
		self.acc = force_sum/self.mass

		delta = canvas.elapsed
		self.vel += (self.acc - self.vel * self.friction)*delta
		self.pos += self.vel*delta

		self.forces = list()

		# Boundary conditions
		if self.pos.x > canvas.width:
			self.pos.x = 0
		elif self.pos.x < 0:
			self.pos.x = canvas.width
		elif self.pos.y > canvas.height:
			self.pos.y = 0
		elif self.pos.y < 0:
			self.pos.y = canvas.height

		self.x = self.pos.x
		self.y = self.pos.y

	def addForce(self, force):
		self.forces.append(force)

	def draw(self):
		fill(1, 0, 0)
		stroke(1, 0, 0)
		orientation = self.ori*50
		orientation.rotate(-self.rotation)
		orientation.draw(self.width*self.relative_origin[0], self.height*self.relative_origin[1])

		fill(0, 1, 0)
		stroke(0, 1, 0)
		velocity = self.vel*1
		velocity.rotate(-self.rotation)
		velocity.draw(self.width*self.relative_origin[0], self.height*self.relative_origin[1])

		fill(0, 0, 1)
		stroke(0, 0, 1)
		acceleration = self.acc*1
		acceleration.rotate(-self.rotation)
		acceleration.draw(self.width*self.relative_origin[0], self.height*self.relative_origin[1])
cc4aac0970c24ffa9693c45a4f6119a097543c13
<mask token>


class Entity(Layer):

    def __init__(self, mass, *args, **kwargs):
        Layer.__init__(self, *args, **kwargs)
        self.pos = physics.Vector(self.x, self.y, 0)
        self.ori = physics.Vector(1, 0, 0)
        self.vel = physics.Vector(0, 0, 0)
        self.acc = physics.Vector(0, 0, 0)
        self.relative_origin = 0.5, 0.5
        self.friction = 0.5
        self.mass = mass
        self.forces = list()

    def update(self):
        force_sum = physics.Vector()
        for f in self.forces:
            force_sum += f
        self.acc = force_sum / self.mass
        delta = canvas.elapsed
        self.vel += (self.acc - self.vel * self.friction) * delta
        self.pos += self.vel * delta
        self.forces = list()
        if self.pos.x > canvas.width:
            self.pos.x = 0
        elif self.pos.x < 0:
            self.pos.x = canvas.width
        elif self.pos.y > canvas.height:
            self.pos.y = 0
        elif self.pos.y < 0:
            self.pos.y = canvas.height
        self.x = self.pos.x
        self.y = self.pos.y
    <mask token>
    <mask token>

<mask token>


class Entity(Layer):

    def __init__(self, mass, *args, **kwargs):
        Layer.__init__(self, *args, **kwargs)
        self.pos = physics.Vector(self.x, self.y, 0)
        self.ori = physics.Vector(1, 0, 0)
        self.vel = physics.Vector(0, 0, 0)
        self.acc = physics.Vector(0, 0, 0)
        self.relative_origin = 0.5, 0.5
        self.friction = 0.5
        self.mass = mass
        self.forces = list()

    def update(self):
        force_sum = physics.Vector()
        for f in self.forces:
            force_sum += f
        self.acc = force_sum / self.mass
        delta = canvas.elapsed
        self.vel += (self.acc - self.vel * self.friction) * delta
        self.pos += self.vel * delta
        self.forces = list()
        if self.pos.x > canvas.width:
            self.pos.x = 0
        elif self.pos.x < 0:
            self.pos.x = canvas.width
        elif self.pos.y > canvas.height:
            self.pos.y = 0
        elif self.pos.y < 0:
            self.pos.y = canvas.height
        self.x = self.pos.x
        self.y = self.pos.y
    <mask token>

    def draw(self):
        fill(1, 0, 0)
        stroke(1, 0, 0)
        orientation = self.ori * 50
        orientation.rotate(-self.rotation)
        orientation.draw(self.width * self.relative_origin[0], self.height *
            self.relative_origin[1])
        fill(0, 1, 0)
        stroke(0, 1, 0)
        velocity = self.vel * 1
        velocity.rotate(-self.rotation)
        velocity.draw(self.width * self.relative_origin[0], self.height *
            self.relative_origin[1])
        fill(0, 0, 1)
        stroke(0, 0, 1)
        acceleration = self.acc * 1
        acceleration.rotate(-self.rotation)
        acceleration.draw(self.width * self.relative_origin[0], self.height *
            self.relative_origin[1])

<mask token>


class Entity(Layer):

    def __init__(self, mass, *args, **kwargs):
        Layer.__init__(self, *args, **kwargs)
        self.pos = physics.Vector(self.x, self.y, 0)
        self.ori = physics.Vector(1, 0, 0)
        self.vel = physics.Vector(0, 0, 0)
        self.acc = physics.Vector(0, 0, 0)
        self.relative_origin = 0.5, 0.5
        self.friction = 0.5
        self.mass = mass
        self.forces = list()

    def update(self):
        force_sum = physics.Vector()
        for f in self.forces:
            force_sum += f
        self.acc = force_sum / self.mass
        delta = canvas.elapsed
        self.vel += (self.acc - self.vel * self.friction) * delta
        self.pos += self.vel * delta
        self.forces = list()
        if self.pos.x > canvas.width:
            self.pos.x = 0
        elif self.pos.x < 0:
            self.pos.x = canvas.width
        elif self.pos.y > canvas.height:
            self.pos.y = 0
        elif self.pos.y < 0:
            self.pos.y = canvas.height
        self.x = self.pos.x
        self.y = self.pos.y

    def addForce(self, force):
        self.forces.append(force)

    def draw(self):
        fill(1, 0, 0)
        stroke(1, 0, 0)
        orientation = self.ori * 50
        orientation.rotate(-self.rotation)
        orientation.draw(self.width * self.relative_origin[0], self.height *
            self.relative_origin[1])
        fill(0, 1, 0)
        stroke(0, 1, 0)
        velocity = self.vel * 1
        velocity.rotate(-self.rotation)
        velocity.draw(self.width * self.relative_origin[0], self.height *
            self.relative_origin[1])
        fill(0, 0, 1)
        stroke(0, 0, 1)
        acceleration = self.acc * 1
        acceleration.rotate(-self.rotation)
        acceleration.draw(self.width * self.relative_origin[0], self.height *
            self.relative_origin[1])

from nodebox.graphics import *


class Entity(Layer):

    def __init__(self, mass, *args, **kwargs):
        Layer.__init__(self, *args, **kwargs)
        self.pos = physics.Vector(self.x, self.y, 0)
        self.ori = physics.Vector(1, 0, 0)
        self.vel = physics.Vector(0, 0, 0)
        self.acc = physics.Vector(0, 0, 0)
        self.relative_origin = 0.5, 0.5
        self.friction = 0.5
        self.mass = mass
        self.forces = list()

    def update(self):
        force_sum = physics.Vector()
        for f in self.forces:
            force_sum += f
        self.acc = force_sum / self.mass
        delta = canvas.elapsed
        self.vel += (self.acc - self.vel * self.friction) * delta
        self.pos += self.vel * delta
        self.forces = list()
        if self.pos.x > canvas.width:
            self.pos.x = 0
        elif self.pos.x < 0:
            self.pos.x = canvas.width
        elif self.pos.y > canvas.height:
            self.pos.y = 0
        elif self.pos.y < 0:
            self.pos.y = canvas.height
        self.x = self.pos.x
        self.y = self.pos.y

    def addForce(self, force):
        self.forces.append(force)

    def draw(self):
        fill(1, 0, 0)
        stroke(1, 0, 0)
        orientation = self.ori * 50
        orientation.rotate(-self.rotation)
        orientation.draw(self.width * self.relative_origin[0], self.height *
            self.relative_origin[1])
        fill(0, 1, 0)
        stroke(0, 1, 0)
        velocity = self.vel * 1
        velocity.rotate(-self.rotation)
        velocity.draw(self.width * self.relative_origin[0], self.height *
            self.relative_origin[1])
        fill(0, 0, 1)
        stroke(0, 0, 1)
        acceleration = self.acc * 1
        acceleration.rotate(-self.rotation)
        acceleration.draw(self.width * self.relative_origin[0], self.height *
            self.relative_origin[1])

from nodebox.graphics import *

class Entity(Layer):
	def __init__(self, mass, *args, **kwargs):
		Layer.__init__(self, *args, **kwargs)
		self.pos = physics.Vector(self.x, self.y, 0)
		self.ori = physics.Vector(1, 0, 0)
		self.vel = physics.Vector(0, 0, 0)
		self.acc = physics.Vector(0, 0, 0)

		self.relative_origin = 0.5, 0.5

		self.friction = 0.5
		self.mass = mass
		self.forces = list()

	def update(self):
		# Physics
		force_sum = physics.Vector()
		for f in self.forces:
			force_sum += f
		self.acc = force_sum/self.mass

		delta = canvas.elapsed
		self.vel += (self.acc - self.vel * self.friction)*delta
		self.pos += self.vel*delta

		self.forces = list()

		# Boundary conditions
		if self.pos.x > canvas.width:
			self.pos.x = 0
		elif self.pos.x < 0:
			self.pos.x = canvas.width
		elif self.pos.y > canvas.height:
			self.pos.y = 0
		elif self.pos.y < 0:
			self.pos.y = canvas.height

		self.x = self.pos.x
		self.y = self.pos.y

	def addForce(self, force):
		self.forces.append(force)

	def draw(self):
		fill(1, 0, 0)
		stroke(1, 0, 0)
		orientation = self.ori*50
		orientation.rotate(-self.rotation)
		orientation.draw(self.width*self.relative_origin[0], self.height*self.relative_origin[1])

		fill(0, 1, 0)
		stroke(0, 1, 0)
		velocity = self.vel*1
		velocity.rotate(-self.rotation)
		velocity.draw(self.width*self.relative_origin[0], self.height*self.relative_origin[1])

		fill(0, 0, 1)
		stroke(0, 0, 1)
		acceleration = self.acc*1
		acceleration.rotate(-self.rotation)
		acceleration.draw(self.width*self.relative_origin[0], self.height*self.relative_origin[1])