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car.py
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car.py
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import pygame
from math import degrees, sin, radians, copysign, atan2, cos, sin
from pygame.math import Vector2
from constants import *
from utils import *
class Car:
def __init__(self, x, y, angle=0.0, length=4, max_steering=MAX_STEERING, max_acceleration=MAX_ACCELERATION):
self.position = Vector2(x, y)
self.velocity = Vector2(0.0, 0.0)
self.center = None
self.angle = angle
self.length = length
self.max_acceleration = max_acceleration
self.max_steering = max_steering
self.max_velocity = MAX_VELOCITY
self.max_distance = MAX_SENSOR
self.brake_deceleration = 10
self.free_deceleration = 2
self.t = 32
self.acceleration = 0.0
self.steering = 0.0
self.sprite = None
self.x = 0
self.y = 0
self.origin = (0, 0)
self.rectangle = None
self.lines = []
self.sensors = []
self.crashed = False
self.intersections = [Intersection(None, translate(MAX_SENSOR, 0, MAX_SENSOR, 0, 1)) for _ in range(5)]
def update(self,screen, dt, tracklines, debug=False):
self.velocity += (self.acceleration * dt, 0)
# max(-self.max_velocity, min(self.velocity.x, self.max_velocity))
self.velocity.x = clamp(self.velocity.x, -self.max_velocity, self.max_velocity)
if self.steering:
turning_radius = self.length / sin(radians(self.steering))
angular_velocity = self.velocity.x / turning_radius
else:
angular_velocity = 0
self.position += self.velocity.rotate(-self.angle) * dt
self.angle += degrees(angular_velocity) * dt
if self.rectangle != None:
self.SetRectangle(screen, self.rectangle.get_width(), self.rectangle.get_height(), debug)
self.updateSensors(screen, debug)
self.checkSensorIntersection(tracklines)
self.crashed = self.CheckDeath(tracklines)
if debug == True:
if len(self.intersections) > 0:
for p in self.intersections:
if p["position"] != None:
pygame.draw.line(screen, (150, 100, 255), self.center, p["position"], 2)
pygame.draw.circle(screen, (250, 150, 42), p["position"], 5)
# print(p['distance'])
def Forward(self, dt):
if self.velocity.x < 0:
self.acceleration = self.brake_deceleration
else:
self.acceleration += 2 * dt
def Backward(self, dt):
if self.velocity.x > 0:
self.acceleration = -self.brake_deceleration
else:
self.acceleration -= 2 * dt
def Brake(self, dt):
if abs(self.velocity.x) > dt * self.brake_deceleration:
self.acceleration = -copysign(self.brake_deceleration, self.velocity.x)
else:
self.acceleration = -self.velocity.x / dt
def fixed(self,dt):
if abs(self.velocity.x) > dt * self.free_deceleration:
self.acceleration = -copysign(self.free_deceleration, self.velocity.x)
else:
if dt != 0:
self.acceleration = -self.velocity.x / dt
def constrainAcceleration(self):
# max(-self.max_acceleration, min(self.acceleration, self.max_acceleration))
self.acceleration = clamp(self.acceleration, -self.max_acceleration, self.max_acceleration)
def constrainSteering(self):
# max(-self.max_steering, min(self.steering, self.max_steering))
self.steering = clamp(self.steering, -self.max_steering, self.max_steering)
def Right(self, dt):
self.steering -= MAX_STEERING * dt
def Left(self, dt):
self.steering += MAX_STEERING * dt
def resetSteering(self):
self.steering = 0
def updateSensors(self, screen, debug=False):
self.sensors = []
for i in range(0, 180 + 180//4, 180//4):
x = sin(radians(self.angle + i)) * self.max_distance + self.center.x
y = cos(radians(self.angle + i)) * self.max_distance + self.center.y
self.sensors.append(Vector2(x,y))
if debug==True:
pygame.draw.circle(screen, (240, 150 ,23), self.center, 5)
# for p in self.sensors:
# pygame.draw.line(screen, (i, i+70, 255), self.center, p, 2)
def checkSensorIntersection(self, raceTrackLines):
self.intersections.clear()
self.intersections = [Intersection(None, translate(MAX_SENSOR, 0, MAX_SENSOR, 0, 1)) for _ in range(5)]
for i in range(len(self.sensors)):
closest = Intersection(None, translate(MAX_SENSOR, 0, MAX_SENSOR, 0, 1))
for l in raceTrackLines:
intersection = LineLineIntersection(
self.center.x, self.center.y,
self.sensors[i].x, self.sensors[i].y,
l['a'][0], l['a'][1],
l['b'][0], l['b'][1]
)
if intersection != None:
inters = Intersection(intersection,
translate(
GetDistance(self.center, Vector2(intersection[0], intersection[1]))
, 0, MAX_SENSOR, 0, 1 )
)
if inters["distance"] < closest["distance"]:
self.intersections[i] = inters
closest = inters
def SetRectangle(self, screen ,w, h, debug):
px = self.x + w/2
py = self.y + h/2
self.center = Vector2(px, py)
t0 = cos(radians(self.angle))
t1 = -sin(radians(self.angle))
x = t0 * ((w/2)-4) + px
y = t1 * ((h/2)-4) + py
x1 = t0 * ((-w/2)+7) + px
y1 = t1 * ((-h/2)+7) + py
LeftLine = GetPerpendicular(Vector2(x,y), Vector2(x1, y1), CAR_SIZE[1]/2)
RightLine = GetPerpendicular(Vector2(x1, y1), Vector2(x, y), CAR_SIZE[1]/2)
BottomLine = [LeftLine[0], RightLine[0]]
TopLine = [LeftLine[1], RightLine[1]]
self.lines = [
LeftLine,
RightLine,
BottomLine,
TopLine
]
if debug == True:
pygame.draw.line(screen, Cyan, LeftLine[0], LeftLine[1], 2)
pygame.draw.line(screen, Cyan, RightLine[0], RightLine[1], 2)
pygame.draw.line(screen, Cyan, BottomLine[0], BottomLine[1], 2)
pygame.draw.line(screen, Cyan, TopLine[0], TopLine[1], 2)
def CheckDeath(self, raceLines):
for line in self.lines:
for l in raceLines:
intersection = LineLineIntersection(
line[0][0], line[0][1],
line[1][0], line[1][1],
l['a'][0], l['a'][1],
l['b'][0], l['b'][1])
if intersection != None:
return True
return False
def Draw(self, screen, debug=False):
rotated = pygame.transform.rotate(self.sprite, self.angle)
self.rectangle = rotated
rect = rotated.get_rect()
self.x, self.y = self.position * self.t - (rect.width / 2, rect.height / 2)
collide = rect.collidepoint(pygame.mouse.get_pos())
# print(dir(rotated))
screen.blit(rotated, (self.x, self.y))
if collide:
pygame.draw.circle(screen, White, (self.x, self.y), 5)