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car.py
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import pygame
import os
import math
from globalVars import *
class PlayerCar(pygame.sprite.Sprite):
def __init__(self, debug_flag, car_num, checkpoint_num, pos, angle, car_start_pos, car_start_angle):
super().__init__()
self.car = pygame.transform.scale_by(pygame.image.load(os.path.join("assets", f"car_{car_num}.png")), 0.1)
self.image = self.car
self.start_pos = car_start_pos
self.start_angle = car_start_angle
self.rotation_speed = 5
self.pos = pos
self.angle = angle
self.checkpoint_num = checkpoint_num
self.speed = 4
self.rect = self.image.get_rect(center=pos)
self.direction = 0
self.radars = []
self.drawing_radars = []
self.is_alive = True
self.debug_flag = debug_flag
def draw_radar(self, screen, position):
pygame.draw.line(screen, (0, 255, 0), self.rect.center, position, 1)
pygame.draw.circle(screen, (0, 255, 0), position, 5)
def check_collision(self, game_map):
self.is_alive = True
for point in self.corners:
if game_map.get_at((int(point[0]), int(point[1]))) == pygame.Color(0, 0, 0, 0):
self.is_alive = False
break
def checkpoint_collision(self, checkpoint_rect, checkpoint_mask):
for point in self.corners:
pos_checkpoint_mask1 = (
point[0] - checkpoint_rect.x,
point[1] - checkpoint_rect.y,
)
pos_checkpoint_mask2 = (
point[0] + checkpoint_rect.x,
point[1] + checkpoint_rect.y,
)
checkpoint_collide = (
checkpoint_rect.collidepoint(*point)
and checkpoint_mask.get_at(pos_checkpoint_mask1)
and checkpoint_mask.get_at(pos_checkpoint_mask2)
)
checkpoint_collide = isinstance(checkpoint_collide, bool)
if not checkpoint_collide:
return True
return False
def check_radar(self, degree, game_map, screen):
length = 0
x_center = int(self.rect.center[0] + math.cos(math.radians(360 - (self.angle + degree))) * length)
y_center = int(self.rect.center[1] + math.sin(math.radians(360 - (self.angle + degree))) * length)
while not game_map.get_at((x_center, y_center)) == (0, 0, 0, 0) and length < 250:
length = length + 1
x_center = int(self.rect.center[0] + math.cos(math.radians(360 - (self.angle + degree))) * length)
y_center = int(self.rect.center[1] + math.sin(math.radians(360 - (self.angle + degree))) * length)
if self.debug_flag:
self.draw_radar(screen, (x_center, y_center))
dist = int(math.sqrt(math.pow(x_center - self.rect.center[0], 2) + math.pow(y_center - self.rect.center[1], 2)))
self.radars.append([(x_center, y_center), dist])
def rotate(self):
if self.direction == 1:
self.angle += self.rotation_speed
elif self.direction == -1:
self.angle -= self.rotation_speed
self.image = pygame.transform.rotate(self.car, self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
def move(self):
self.rect.centerx += math.sin(math.radians(self.angle)) * self.speed
self.rect.centery += math.cos(math.radians(self.angle)) * self.speed
def update(self, game_map, screen):
self.rotate()
self.move()
length = 7
left_top = [
self.rect.center[0] + math.cos(math.radians(360 - (self.angle + 30))) * length,
self.rect.center[1] - math.sin(math.radians(360 - (self.angle + 30))) * length,
]
right_top = [
self.rect.center[0] + math.cos(math.radians(360 - (self.angle + 150))) * length,
self.rect.center[1] - math.sin(math.radians(360 - (self.angle + 150))) * length,
]
left_bottom = [
self.rect.center[0] + math.cos(math.radians(360 - (self.angle + 210))) * length,
self.rect.center[1] - math.sin(math.radians(360 - (self.angle + 210))) * length,
]
right_bottom = [
self.rect.center[0] + math.cos(math.radians(360 - (self.angle + 330))) * length,
self.rect.center[1] - math.sin(math.radians(360 - (self.angle + 330))) * length,
]
self.corners = [right_top, left_top, left_bottom, right_bottom]
self.check_collision(game_map)
self.radars.clear()
for d in (0, -45, -90, -135, -180):
self.check_radar(d, game_map, screen)
def get_data(self):
radars = self.radars
return_values = [0, 0, 0, 0, 0]
for i, radar in enumerate(radars):
return_values[i] = int(radar[1])
return return_values
def check_alive(self):
return self.is_alive
def reset(self):
self.pos = [self.start_pos[0], self.start_pos[1]]
self.angle = self.start_angle
self.speed = 0
self.is_alive = True
def getPos(self):
return self.pos