#!/usr/bin/env python import pygame from pygame.locals import HWSURFACE, DOUBLEBUF import math FLAGS= HWSURFACE | DOUBLEBUF #| FULLSCREEN GX = 800 GY = 800 CELL_COLOR = (80,80,80) CAR_SIZE=50 pygame.init() IMG = pygame.image.load("car50.png")#.convert() def angle_to_vector(angle): angle=angle*math.pi/180 return [math.cos(angle), math.sin(angle)] class Car(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.surface = pygame.Surface((CAR_SIZE, CAR_SIZE)) self.original_image = IMG # self.image = pygame.Surface((CAR_SIZE, CAR_SIZE)) # self.image.fill((0,255,0)) # self.original_image = self.image self.image = self.original_image self.rect = self.surface.get_rect() self.rect.center = (GX / 2, GY / 2) self.speed = 5 self.heading = 0 self.heading_change = 0 self.vision_length = 200 # line liength self.vision_span = 22 # degrees self.draw_sensors=True # lets add 3 sensors as a start # 1 straight ahead # 2 left 15° # 3 right 15 ° # we will give each of them a max lenght to # and we will eventually detect any line crossing the sensor and # retain the min value as a distance to collision input self.update_sensors() def update_sensors(self): center = self.rect.center vc = angle_to_vector(self.heading) self.center_sensor = [center, [self.vision_length * vc[0] + center[0], -self.vision_length * vc[1] + center[1]]] vl = angle_to_vector(self.heading+self.vision_span) self.left_sensor = [center, [self.vision_length * vl[0] + center[0], -self.vision_length * vl[1] + center[1]]] vr = angle_to_vector(self.heading-self.vision_span) self.right_sensor = [center, [self.vision_length * vr[0] + center[0], -self.vision_length * vr[1] + center[1]]] def update_position(self): vec = angle_to_vector(self.heading) old_center = self.rect.center self.rect.center = (self.speed * vec[0] + old_center[0], -self.speed * vec[1] + old_center[1]) self.update_sensors() if self.draw_sensors: pygame.draw.line(screen, (255,0,0), self.center_sensor[0], self.center_sensor[1]) pygame.draw.line(screen, (0,255,0), self.left_sensor[0], self.left_sensor[1]) pygame.draw.line(screen, (0,0,255), self.right_sensor[0], self.right_sensor[1]) def update(self): # rotate old_center = self.rect.center self.image = pygame.transform.rotate(self.original_image, self.heading) self.rect = self.image.get_rect() self.rect.center = old_center self.update_position() self.heading += self.heading_change self.heading = self.heading % 360 screen = pygame.display.set_mode((GX, GY), FLAGS) all_cars = pygame.sprite.Group() # car = Car() # car.heading = 0 # all_cars.add(car) car2 = Car() car2.heading = 270 car2.heading_change = 3 car2.speed = 5 all_cars.add(car2) clock = pygame.time.Clock() while True : screen.fill(CELL_COLOR) all_cars.update() all_cars.draw(screen) pygame.draw.rect(screen, (125,255,125),pygame.Rect(car2.rect.center, (3,3))) pygame.display.flip() clock.tick(10)