""" carParam.py A car with several changeable parameters """ import pygame, math import miniGUI pygame.init() class Car(pygame.sprite.Sprite): def __init__(self, screen): pygame.sprite.Sprite.__init__(self) self.screen = screen self.imageMaster = pygame.image.load("car.gif") self.imageMaster = self.imageMaster.convert() self.rect = self.imageMaster.get_rect() #define attributes self.x = 320 self.y = 230 self.dx = 0 self.dy = 0 self.speed = 0 self.dir = 0 self.turnRate = 2 self.power = 1 self.drag = .3 def update(self): self.checkKeys() self.rotate() self.calcVector() self.calcPos() self.checkBounds() self.rect.center = (self.x, self.y) def checkKeys(self): keys = pygame.key.get_pressed() if keys[pygame.K_RIGHT]: self.dir -= self.turnRate if self.dir < 0: self.dir = 360 - self.turnRate if keys[pygame.K_LEFT]: self.dir += self.turnRate if self.dir > 360: self.dir = self.turnRate if keys[pygame.K_UP]: self.speed += self.power #no need to check for a max speed anymore if keys[pygame.K_DOWN]: self.speed -= self.power if self.speed < -3: self.speed = -3 def rotate(self): oldCenter = self.rect.center self.image = pygame.transform.rotate(self.imageMaster, self.dir) self.rect = self.image.get_rect() self.rect.center = oldCenter def calcVector(self): radians = self.dir * math.pi / 180 self.dx = math.cos(radians) self.dy = math.sin(radians) #compensate for drag self.speed *= (1 - self.drag) if self.speed < .5: if self.speed > -.5: self.speed = 0 self.dx *= self.speed self.dy *= self.speed self.dy *= -1 def calcPos(self): self.x += self.dx self.y += self.dy def checkBounds(self): if self.x > self.screen.get_width(): self.x = 0 if self.x < 0: self.x = self.screen.get_width() if self.y > self.screen.get_height(): self.y = 0 if self.y < 0: self.y = self.screen.get_height() def main(): screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Car with parameters") background = pygame.Surface(screen.get_size()) background.fill((0xcc, 0xcc, 0xcc)) screen.blit(background, (0, 0)) #Make some labels and scrollers lblPower = miniGUI.Label() lblPower.center = (80, 20) lblPower.text = "Power" scrPower = miniGUI.Scroller() scrPower.center = (250, 20) scrPower.bgColor = (0xFF, 0xFF, 0xFF) scrPower.value = 5 scrPower.maxValue = 10 scrPower.increment = .5 lblDrag = miniGUI.Label() lblDrag.center = (80, 60) lblDrag.text = "Drag" scrDrag = miniGUI.Scroller() scrDrag.center = (250, 60) scrDrag.bgColor = (0xFF, 0xFF, 0xFF) scrDrag.value = .15 scrDrag.maxValue = 1 scrDrag.increment = .01 lblTurn = miniGUI.Label() lblTurn.center = (80, 100) lblTurn.text = "Turn Rate" scrTurn = miniGUI.Scroller() scrTurn.center = (250, 100) scrTurn.bgColor = (0xFF, 0xFF, 0xFF) lblSpeed0 = miniGUI.Label() lblSpeed0.text = "speed:" lblSpeed0.center = (80, 140) lblSpeed1 = miniGUI.Label() lblSpeed1.text = "" lblSpeed1.center = (250, 140) car = Car(screen) allSprites = pygame.sprite.OrderedUpdates(lblPower, scrPower, lblDrag, scrDrag, lblTurn, scrTurn, lblSpeed0, lblSpeed1, car) keepGoing = True clock = pygame.time.Clock() while keepGoing: clock.tick(30) for event in pygame.event.get(): if event.type == pygame.QUIT: keepGoing = False # read scrollers car.power = scrPower.value car.turnRate = scrTurn.value car.drag = scrDrag.value lblSpeed1.text = "%.2f" % car.speed allSprites.clear(screen, background) allSprites.update() allSprites.draw(screen) pygame.display.flip() if __name__ == "__main__": main()