Dec-16-2019, 02:25 AM
When I get more time. I play around with the math.
Example rough draft.
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()
99 percent of computer problems exists between chair and keyboard.