""" space.py simulate a spacecraft with no traction at all """ import pygame, math pygame.init() class Ship(pygame.sprite.Sprite): def __init__(self, screen): pygame.sprite.Sprite.__init__(self) self.screen = screen self.imageThrust = pygame.image.load("shipThrust.png") self.imageThrust = self.imageThrust.convert() self.imageCruise = pygame.image.load("shipCruise.png") self.imageCruise = self.imageCruise.convert() self.imageLeft = pygame.image.load("shipLeft.png") self.imageLeft = self.imageLeft.convert() self.imageRight = pygame.image.load("shipRight.png") self.imageRight = self.imageRight.convert() self.imageMaster = self.imageCruise self.image = self.imageMaster self.rect = self.image.get_rect() self.x = 100 self.y = 100 self.dx = 0 self.dy = 0 self.dir = 0 self.turnRate = 5 self.thrust = 0 def update(self): self.checkKeys() self.rotate() self.calcVector() self.setPos() self.checkBounds() self.rect.center = (self.x, self.y) def checkKeys(self): keys = pygame.key.get_pressed() self.imageMaster = self.imageCruise if keys[pygame.K_RIGHT]: self.dir -= self.turnRate if self.dir < 0: self.dir = 360 - self.turnRate self.imageMaster = self.imageRight if keys[pygame.K_LEFT]: self.dir += self.turnRate if self.dir > 360: self.dir = self.turnRate self.imageMaster = self.imageLeft if keys[pygame.K_UP]: self.thrust = .1 self.imageMaster = self.imageThrust else: self.thrust = 0 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 thrustDx = self.thrust * math.cos(radians) thrustDy = self.thrust * math.sin(radians) thrustDy *= -1 self.dx += thrustDx self.dy += thrustDy self.speed = math.sqrt((self.dx * self.dx) + (self.dy * self.dy)) def setPos(self): self.x += self.dx self.y += self.dy def checkBounds(self): screen = self.screen if self.x > screen.get_width(): self.x = 0 if self.x < 0: self.x = screen.get_width() if self.y > screen.get_height(): self.y = 0 if self.y < 0: self.y = screen.get_height() def main(): screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Space craft") background = pygame.Surface(screen.get_size()) background.fill((0, 0, 0)) screen.blit(background, (0, 0)) ship = Ship(screen) allSprites = pygame.sprite.Group(ship) clock = pygame.time.Clock() keepGoing = True 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()