/
car.py
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car.py
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import numpy as np
import pygame as pg
from math import sin, cos, fabs
from sound import Sound
from loader import get_resource_path
def collide_with_walls(walls, current_x, current_y, future_x, future_y):
for wall in walls:
if fabs(current_x - wall.x3) < 3000:
denominator = (current_x - future_x) * (wall.y3 - wall.y4) - \
(current_y - future_y) * (wall.x3 - wall.x4)
if denominator != 0:
t = ((current_x - wall.x3) * (wall.y3 - wall.y4) -
(current_y - wall.y3) * (wall.x3 - wall.x4)) / denominator
u = ((current_x - wall.x3) * (current_y - future_y) -
(current_y - wall.y3) * (current_x - future_x)) / denominator
if 0 < t < 1 and 0 < u < 1:
return True
return False
class Car:
def __init__(self, x, y, look_angle, screen_width, screen_height):
self.x = x
self.y = y
self.look_angle = np.deg2rad(look_angle)
car_width = screen_width / 3
car_height = screen_height / 4
self.image = pg.transform.smoothscale(
pg.image.load(get_resource_path("sprites/car.png")), (car_width, car_height)).convert_alpha()
self.screen_x = screen_width / 2 - car_width / 2
self.screen_y = 5 * screen_height / 6 - car_height / 2
self.speed = 0
self.top_speed = 100
self.reverse_speed = 5
self.acceleration = 0.5
self.deceleration = 0.33
self.braking = 3
self.turn_speed = np.deg2rad(1)
self.front_distance = 300
self.side_distance = 32
self.collide_front = False
self.collide_back = False
self.collide_left = False
self.collide_right = False
self.wall_behind = False
self.collide_x = 0
self.collide_y = 0
self.sound = Sound()
def update(self, up_press, down_press, left_press, right_press, walls):
if self.speed <= 0:
self.sound.play_idle()
if self.speed == self.top_speed:
self.sound.play_top()
if up_press and not self.collide_front:
self.speed += self.acceleration
if self.speed > self.top_speed:
self.speed = self.top_speed
self.x += self.speed * cos(self.look_angle)
self.y += self.speed * sin(self.look_angle)
self.sound.play_accelerate(self.speed / self.top_speed)
if down_press:
if self.speed == 0 and not self.collide_back:
self.x -= self.reverse_speed * cos(self.look_angle)
self.y -= self.reverse_speed * sin(self.look_angle)
elif self.speed > 0 and not self.collide_front:
self.sound.play_brake()
self.speed -= self.braking
if self.speed < 0:
self.speed = 0
self.x += self.speed * cos(self.look_angle)
self.y += self.speed * sin(self.look_angle)
if left_press:
if self.speed > 0 and not self.collide_front and not self.collide_left:
self.look_angle -= self.turn_speed * (1.5 - self.speed / self.top_speed)
elif self.speed == 0 and down_press and not self.collide_back and not self.collide_right:
self.look_angle += self.turn_speed
if right_press:
if self.speed > 0 and not self.collide_front and not self.collide_right:
self.look_angle += self.turn_speed * (1.5 - self.speed / self.top_speed)
elif self.speed == 0 and down_press and not self.collide_back and not self.collide_left:
self.look_angle -= self.turn_speed
if not up_press and not down_press and self.speed > 0 and not self.collide_front and not self.collide_left and not self.collide_right:
self.sound.play_decelerate(1 - self.speed / self.top_speed)
if self.speed / self.top_speed > 0.66:
self.speed -= 3 * self.deceleration
elif self.speed / self.top_speed > 0.33:
self.speed -= 2 * self.deceleration
self.speed -= self.deceleration
if self.speed < 0:
self.speed = 0
self.x += self.speed * cos(self.look_angle)
self.y += self.speed * sin(self.look_angle)
if collide_with_walls(
walls,
self.x + self.front_distance * cos(self.look_angle),
self.y + self.front_distance * sin(self.look_angle),
self.x + (self.front_distance + self.speed + self.acceleration) * cos(self.look_angle),
self.y + (self.front_distance + self.speed + self.acceleration) * sin(self.look_angle)
):
self.collide_front = True
self.sound.play_crash()
self.collide_speed = self.speed
self.speed = 0
self.collide_x = self.x + self.front_distance * cos(self.look_angle)
self.collide_y = self.y + self.front_distance * sin(self.look_angle)
else:
if self.x + self.front_distance * cos(self.look_angle) != self.collide_x or self.y + self.front_distance * sin(self.look_angle) != self.collide_y:
self.collide_front = False
if collide_with_walls(
walls,
self.x + self.front_distance * cos(self.look_angle),
self.y + self.front_distance * sin(self.look_angle),
self.x + (self.front_distance - self.reverse_speed) *
cos(self.look_angle),
self.y + (self.front_distance - self.reverse_speed) *
sin(self.look_angle)
):
self.collide_back = True
self.sound.play_crash()
else:
self.collide_back = False
if collide_with_walls(
walls,
self.x + self.front_distance * cos(self.look_angle),
self.y + self.front_distance * sin(self.look_angle),
self.x + self.front_distance *
cos(self.look_angle) + self.side_distance *
cos(self.look_angle - np.pi / 2),
self.y + self.front_distance *
sin(self.look_angle) + self.side_distance *
sin(self.look_angle - np.pi / 2)
):
self.sound.play_scratch()
self.collide_left = True
else:
self.collide_left = False
if collide_with_walls(
walls,
self.x + self.front_distance * cos(self.look_angle),
self.y + self.front_distance * sin(self.look_angle),
self.x + self.front_distance *
cos(self.look_angle) + self.side_distance *
cos(self.look_angle + np.pi / 2),
self.y + self.front_distance *
sin(self.look_angle) + self.side_distance *
sin(self.look_angle + np.pi / 2)
):
self.sound.play_scratch()
self.collide_right = True
else:
self.collide_right = False
if collide_with_walls(
walls,
self.x,
self.y,
self.x + self.front_distance * cos(self.look_angle),
self.y + self.front_distance * sin(self.look_angle)
):
self.wall_behind = True
else:
self.wall_behind = False
if self.x < 0:
self.x = 0
def render(self, screen):
screen.blit(self.image, (self.screen_x, self.screen_y))
def reset(self, x, y):
self.x = x
self.y = y
self.speed = 0
self.look_angle = 0