""" twoPlanets.py demonstrates complex orbit around two objects! """ import pygame, math pygame.init() class Ship(pygame.sprite.Sprite): def __init__(self, screen, background): pygame.sprite.Sprite.__init__(self) self.screen = screen self.background = background 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 = 320 self.y = 150 self.dx = 2 self.dy = 0 self.dir = 0 self.turnRate = 5 self.thrust = 0 self.mass = 1 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 #clear background on spacebar if keys[pygame.K_SPACE]: self.background.fill((0, 0, 0)) 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): oldCenter = (self.x, self.y) self.x += self.dx self.y += self.dy pygame.draw.line(self.background, (0xFF, 0xFF, 0xFF), (oldCenter), (self.x, self.y)) 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() class Planet(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("pluto.gif") self.image = self.image.convert() self.image = pygame.transform.scale(self.image, (30, 30)) self.rect = self.image.get_rect() self.mass = 500 self.x = 320 self.y = 240 self.rect.center = (self.x, self.y) def gravitate(self, body): """ calculates gravitational pull on object """ (self.x, self.y) = self.rect.center #get dx, dy, distance dx = self.x - body.x dy = self.y - body.y distance = math.sqrt((dx * dx) + (dy * dy)) #normalize dx and dy dx /= distance dy /= distance force = (body.mass * self.mass)/(math.pow(distance, 2)) dx *= force dy *= force body.dx += dx body.dy += dy def main(): screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Orbit - space bar to clear trail") background = pygame.Surface(screen.get_size()) background.fill((0, 0, 0)) screen.blit(background, (0, 0)) ship = Ship(screen, background) planet = Planet() planet2 = Planet() planet2.rect.center = (450, 200) planet2.mass = 600 allSprites = pygame.sprite.Group(ship, planet, planet2) clock = pygame.time.Clock() keepGoing = True while keepGoing: clock.tick(30) for event in pygame.event.get(): if event.type == pygame.QUIT: keepGoing = False planet.gravitate(ship) planet2.gravitate(ship) #allSprites.clear(screen, background) #re-blit background for drawing command screen.blit(background, (0, 0)) allSprites.update() allSprites.draw(screen) pygame.display.flip() if __name__ == "__main__": main()