""" carVec.py Use vector projection to create a smoothly-turning car sprite. """ import pygame, math 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.imageMaster = pygame.transform.scale(self.imageMaster, (50, 35)) self.rect = self.imageMaster.get_rect() self.dir = 0 self.turnRate = 3 self.accel = .1 self.x = 320.0 self.y = 240.0 self.speed = 0 self.rect.center = (self.x, self.y) def update(self): self.checkKeys() self.rotate() self.calcVector() 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.accel if self.speed > 10: self.speed = 10 if keys[pygame.K_DOWN]: self.speed -= self.accel 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) self.dx *= self.speed self.dy *= self.speed self.dy *= -1 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("vector projection") background = pygame.Surface(screen.get_size()) background.fill((0xcc, 0xcc, 0xcc)) screen.blit(background, (0, 0)) car = Car(screen) allSprites = pygame.sprite.Group(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 allSprites.clear(screen, background) allSprites.update() allSprites.draw(screen) pygame.display.flip() if __name__ == "__main__": main()