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Full Version: Terrible Sprite controls, need help.
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I'm running the event loop you posted.
while run:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
 
    delta = clock.tick(60)
    keys = pygame.key.get_pressed()
    window.fill(pygame.Color('black'))
    ship.update(keys, delta)
 
    pygame.display.flip()
When I get more time. I play around with the math.
Example rough draft.
import pygame
import math
pygame.init()

window = pygame.display.set_mode((800, 800))
clock = pygame.time.Clock()


class Ship(pygame.sprite.Sprite):
    def __init__(self, position, anchor="center"):

        self.original_image = pygame.Surface((10, 20), pygame.SRCALPHA)
        self.original_image.fill((100, 200, 200))
        self.image = self.original_image.copy()

        self.rect = self.image.get_rect(**{anchor: position})
        self.position = pygame.Vector2(self.rect.center)
        self.start_position = pygame.Vector2(position)

        self.angle = 180
        self.velocity = pygame.Vector2(0, 0)
        self.decay = 0.98
        self.thrust = 0.0005
        self.max_speed = 0.1
        self.rotate_speed = 0.06
        self.direction = self.calculate_direction()
        self.backpedal = 2

    def calculate_direction(self):
        rads = math.radians(self.angle)
        return pygame.Vector2(math.sin(rads), math.cos(rads))

    def draw(self, surface):
        surface.blit(self.image, self.rect)

    def movement(self, keys, delta):
        if keys[pygame.K_r]:
            self.reset()

        # Forwards Thrust
        if keys[pygame.K_SPACE] or keys[pygame.K_w] or keys[pygame.K_UP]:
            speed = self.direction * self.thrust * delta
            self.velocity += speed

            if self.velocity.x > self.max_speed:
                self.velocity.x = self.max_speed

            if self.velocity.y > self.max_speed:
                self.velocity.y = self.max_speed

        # Backwards Thrust
        elif keys[pygame.K_DOWN] or keys[pygame.K_s]:
            speed = self.direction * self.thrust * delta / self.backpedal
            self.velocity -= speed

            if self.velocity.x < -self.max_speed:
                self.velocity.x = -self.max_speed

            if self.velocity.y < -self.max_speed:
                self.velocity.y = -self.max_speed

        if keys[pygame.K_LEFT] or keys[pygame.K_a]:
            self.angle = (self.angle + self.rotate_speed * delta) % 360
            self.update_rotation()
        elif keys[pygame.K_RIGHT] or keys[pygame.K_d]:
            self.angle = (self.angle - self.rotate_speed * delta) % 360
            self.update_rotation()

        # Drifting
        self.velocity * self.decay
        self.position += self.velocity * delta
        self.rect.center = self.position

    def reset(self):
        pass

    def update_rotation(self):
        self.image = pygame.transform.rotate(self.original_image, self.angle)
        self.rect = self.image.get_rect(center=self.rect.center)
        self.direction = self.calculate_direction()

    def update(self, keys, delta):
            self.movement(keys, delta)
            self.draw(window)


ship = Ship((400, 400))
run = True
while run:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False

    delta = clock.tick(60)
    keys = pygame.key.get_pressed()
    window.fill(pygame.Color('black'))
    ship.update(keys, delta)

    pygame.display.flip()
Here a smooth space movement example.
import pygame
import math
pygame.init()

window = pygame.display.set_mode((800, 800))
clock = pygame.time.Clock()

class Text(pygame.sprite.Sprite):
    def __init__(self, text, font, color, position, anchor="topleft"):
        super().__init__()
        self.font = font
        self.color = color
        self.position = position
        self.anchor = anchor
        self.render(text)

    def render(self, text):
        self.image = self.font.render(text, 1, self.color)
        self.rect = self.image.get_rect(**{self.anchor: self.position})

class Ship(pygame.sprite.Sprite):
    def __init__(self, position, anchor="center"):
        super().__init__()

        self.original_image = pygame.Surface((10, 20), pygame.SRCALPHA)
        self.original_image.fill((100, 200, 200))
        self.image = self.original_image.copy()

        self.rect = self.image.get_rect(**{anchor: position})
        self.position = pygame.Vector2(self.rect.center)
        self.start_position = pygame.Vector2(self.position)

        self.angle = 180
        self.velocity = pygame.Vector2(0, 0)
        self.decay = 0.999
        self.thrust = 0.0006
        self.max_speed = 0.8
        self.rotate_speed = 0.06
        self.direction = self.calculate_direction()
        self.backpedal = 2

        self.speed_cap = lambda n: max(min(n, self.max_speed), -self.max_speed)

    def calculate_direction(self):
        rads = math.radians(self.angle)
        return pygame.Vector2(math.sin(rads), math.cos(rads))

    def draw(self, surface):
        surface.blit(self.image, self.rect)

    def movement(self, keys, delta):
        if keys[pygame.K_r]:
            self.reset()

        # Forwards Thrust
        if keys[pygame.K_SPACE] or keys[pygame.K_w] or keys[pygame.K_UP]:
            self.velocity += self.direction * self.thrust * delta
            self.velocity.x = self.speed_cap(self.velocity.x)
            self.velocity.y = self.speed_cap(self.velocity.y)

        # Backwards Thrust
        elif keys[pygame.K_DOWN] or keys[pygame.K_s]:
            self.velocity -= self.direction * self.thrust * delta / self.backpedal
            self.velocity.x = self.speed_cap(self.velocity.x)
            self.velocity.y = self.speed_cap(self.velocity.y)

        if keys[pygame.K_LEFT] or keys[pygame.K_a]:
            self.angle = (self.angle + self.rotate_speed * delta) % 360
            self.update_rotation()
        elif keys[pygame.K_RIGHT] or keys[pygame.K_d]:
            self.angle = (self.angle - self.rotate_speed * delta) % 360
            self.update_rotation()

        # Drifting
        self.position += self.velocity
        self.rect.center = self.position
        self.velocity *= self.decay

    def reset(self):
        self.angle = 180
        self.velocity = pygame.Vector2(0, 0)
        self.update_rotation()
        self.position = pygame.Vector2(self.start_position)
        self.rect.center = self.position

    def update_rotation(self):
        self.image = pygame.transform.rotate(self.original_image, self.angle)
        self.rect = self.image.get_rect(center=self.rect.center)
        self.direction = self.calculate_direction()

    def update(self, keys, delta):
            self.movement(keys, delta)
            self.draw(window)


ship = Ship((400, 400))
run = True
current_velocity = pygame.Vector2(ship.velocity)
velocity = "x: {:.3f}, y: {:.3f}"
font = pygame.font.Font(None, 28)
text = Text(velocity.format(0, 0), font, pygame.Color('white'), (10, 10))
sprites = pygame.sprite.Group()
sprites.add(ship, text)
while run:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False

    delta = clock.tick(60)
    keys = pygame.key.get_pressed()
    window.fill(pygame.Color('black'))
    sprites.update(keys, delta)
    if current_velocity != ship.velocity:
        current_velocity = pygame.Vector2(ship.velocity)
        text.render(velocity.format(*current_velocity))

    sprites.draw(window)

    pygame.display.flip()
Wow, this thing works amazingly. Thank-you so very much. I shall give this code a place of honor.
Still needs a little work. It moving to fast on angles.
Max speed should be adjust by ship direction.
Let max speed equals 0.8.
angle 180 max speed would be (0, 0.8).
angle 45 max speed would be (0.565685, 0.565685).
Angle max speed fix.
import pygame
import math
pygame.init()

window = pygame.display.set_mode((800, 800))
clock = pygame.time.Clock()

class Text(pygame.sprite.Sprite):
    def __init__(self, text, font, color, position, anchor="topleft"):
        super().__init__()
        self.font = font
        self.color = color
        self.position = position
        self.anchor = anchor
        self.render(text)

    def render(self, text):
        self.image = self.font.render(text, 1, self.color)
        self.rect = self.image.get_rect(**{self.anchor: self.position})

class Ship(pygame.sprite.Sprite):
    def __init__(self, position, anchor="center"):
        super().__init__()

        self.original_image = pygame.Surface((10, 20), pygame.SRCALPHA)
        self.original_image.fill((100, 200, 200))
        self.image = self.original_image.copy()

        self.rect = self.image.get_rect(**{anchor: position})
        self.position = pygame.Vector2(self.rect.center)
        self.start_position = pygame.Vector2(self.position)

        self.angle = 180
        self.velocity = pygame.Vector2(0, 0)
        self.decay = 0.999
        self.thrust = 0.0006
        self.max_speed = 0.8
        self.rotate_speed = 0.06
        self.direction = self.calculate_direction()
        self.backpedal = 2

        #self.speed_cap = lambda n: max(min(n, self.max_speed), -self.max_speed)

    def calculate_direction(self):
        rads = math.radians(self.angle)
        return pygame.Vector2(math.sin(rads), math.cos(rads))

    def draw(self, surface):
        surface.blit(self.image, self.rect)

    def movement(self, keys, delta):
        if keys[pygame.K_r]:
            self.reset()

        # Forwards Thrust
        if keys[pygame.K_SPACE] or keys[pygame.K_w] or keys[pygame.K_UP]:
            self.speed_cap(self.direction * self.thrust * delta)

        # Backwards Thrust
        elif keys[pygame.K_DOWN] or keys[pygame.K_s]:
            self.speed_cap(-(self.direction * self.thrust * delta / self.backpedal))

        if keys[pygame.K_LEFT] or keys[pygame.K_a]:
            self.angle = (self.angle + self.rotate_speed * delta) % 360
            self.update_rotation()
        elif keys[pygame.K_RIGHT] or keys[pygame.K_d]:
            self.angle = (self.angle - self.rotate_speed * delta) % 360
            self.update_rotation()

        # Drifting
        self.position += self.velocity
        self.rect.center = self.position
        self.velocity *= self.decay

    def reset(self):
        self.angle = 180
        self.velocity = pygame.Vector2(0, 0)
        self.update_rotation()
        self.position = pygame.Vector2(self.start_position)
        self.rect.center = self.position

    def speed_cap(self, speed):
        rads = math.radians(self.angle)
        max_speed = pygame.Vector2(abs(math.sin(rads)), abs(math.cos(rads))) * self.max_speed
        if speed.x > 0:
            if self.velocity.x < max_speed.x:
                self.velocity.x += speed.x
        else:
            if self.velocity.x > -max_speed.x:
                self.velocity.x += speed.x

        if speed.y > 0:
            if self.velocity.y < max_speed.y:
                self.velocity.y += speed.y
        else:
            if self.velocity.y > -max_speed.y:
                self.velocity.y += speed.y

    def update_rotation(self):
        self.image = pygame.transform.rotate(self.original_image, self.angle)
        self.rect = self.image.get_rect(center=self.rect.center)
        self.direction = self.calculate_direction()

    def update(self, keys, delta):
            self.movement(keys, delta)
            self.draw(window)


ship = Ship((400, 400))
run = True
current_velocity = pygame.Vector2(ship.velocity)
velocity = "x: {:.3f}, y: {:.3f}"
font = pygame.font.Font(None, 28)
text = Text(velocity.format(0, 0), font, pygame.Color('white'), (10, 10))
sprites = pygame.sprite.Group()
sprites.add(ship, text)
while run:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False

    delta = clock.tick(60)
    keys = pygame.key.get_pressed()
    window.fill(pygame.Color('black'))
    sprites.update(keys, delta)
    if current_velocity != ship.velocity:
        current_velocity = pygame.Vector2(ship.velocity)
        text.render(velocity.format(*current_velocity))

    sprites.draw(window)

    pygame.display.flip()
You've really gone above and beyond for me. I appreciate the effort immensely.
Pages: 1 2