Files
racing_pyai/main.py
2019-10-09 14:53:05 +02:00

103 lines
3.3 KiB
Python
Executable File

#!/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)