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carGame.py
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#carGame.py
#
from math import *
from pygame.pixelarray import *
from myPyGameBase import *
from gameController import *
from gameInterface import *
class CarGame:
def __init__(self, screen, screenSize, sprites):
carRect = Rect(100, 150, \
sprites[4].get_width(), sprites[4].get_height())
self.car = Car(self, sprites[4], carRect)
self.gameIf = GameInterface(self) #mostly used by the AiController
self.controller = AiController(self)
# actions afforded to the player
self.actionsList = ( \
"left", "right", \
"acc", "brake", \
"reverse", "restart", \
"endGame" \
)
self.actions = dict()
for action in self.actionsList:
self.actions.update({action: 0})
self.running = True
self.screen = screen
self.drawOffset = [0, 0]
self.lvlmap = Map(self, sprites[5])
def putEvent(self, event):
self.controller.putEvent(event)
def update(self, dTime, elTime):
self.controller.update(dTime, elTime)
self.car.update(dTime, elTime)
if self.actions["restart"] == 1:
return 2
else: return 0
def draw(self):
self.lvlmap.draw()
self.car.draw()
self.gameIf.draw()
class Car(GameObject):
def __init__(self, host, sprite, rect):
GameObject.__init__(self, host, sprite, rect, True)
self.host = host
self.direction = float(2.0 * pi)
self.speed = 0.0
self.vel = Vect2()
self.enginePower = 50.0
self.throttle = 1.0
self.brakingPower = 300.0
self.braking = 0.0
self.maxSpeed = 320.0
self.wheelPos = 0.0
#self.maxWheelAbsPos = pi / 2.0
def update(self, dTime, elTime):
commonDigit = 4.0
# turn left
if self.host.actions["left"] == 1:
self.wheelPos = 3.0 * pi \
* log10(100 + abs(self.speed) ** commonDigit) * dTime
# turn right
elif self.host.actions["right"] == 1:
self.wheelPos = -3.0 * pi \
* log10(100 + abs(self.speed + 0.1) ** commonDigit) * dTime
# not turning
else:
self.wheelPos = 0.0
# accelerate
if self.host.actions["acc"] == 1:# and self.currentSpeed < self.maxSpeed:
self.throttle = 1.0
self.braking = 0.0
# decelerate
elif self.host.actions["brake"] == 1:# and self.currentSpeed > -self.maxSpeed / 2:
self.braking = 1.0
self.throttle = 0.0
else:
self.throttle = 0.0
self.braking = 0.0
# reverse
gear = 1.0 #fwgear
if self.host.actions["reverse"] == 1:
gear = -0.5
# loop around rotation-value, no real benefit but lets do it anyway
while self.direction < -1.0 * pi: self.direction += 2.0 * pi
while self.direction > 1.0 * pi: self.direction -= 2.0 * pi
# integrate speed
self.speed += self.throttle * gear * self.enginePower * dTime
if self.speed > self.maxSpeed: self.speed = self.maxSpeed
if self.speed < -1.0 * self.maxSpeed: self.speed = -1.0 * self.maxSpeed
# integrate braking
brakingEffect = self.braking * self.brakingPower * dTime
if self.speed > 0.0 + brakingEffect:
self.speed -= brakingEffect
if self.speed < 0.0 - brakingEffect:
self.speed += brakingEffect
if abs(brakingEffect) > abs(self.speed) \
and self.braking != 0.0: self.speed = 0.0
# out of bounds
ooboundsSpeed = 35.0
emergBrakeAmount = 1.0 * self.brakingPower * dTime
if self.host.lvlmap.rectCollidingOnMap(self.drawRect):
if self.speed > ooboundsSpeed + emergBrakeAmount:
self.speed -= emergBrakeAmount
if abs(ooboundsSpeed + brakingEffect) > abs(self.speed):
self.speed = ooboundsSpeed
if self.speed < -1.0 * (ooboundsSpeed + emergBrakeAmount):
self.speed += emergBrakeAmount
if abs(ooboundsSpeed + brakingEffect) > abs(self.speed):
self.speed = -1.0 * ooboundsSpeed
# update fields/integrate physics
self.vel = Vect2(1.0, 0.0)
self.vel.rotate(-1.0 * self.direction)
self.vel.x = self.vel.x * self.speed * dTime
self.vel.y = self.vel.y * self.speed * dTime
self.rect.x += self.vel.x
self.rect.y += self.vel.y
if self.speed > 20.0 or self.speed < -10.0:
self.direction += self.wheelPos * .5 * pi * dTime
self.angle = degrees(self.direction)
class Map(GameObject):
def __init__(self, host, sprite):
GameObject.__init__(self, host, sprite, Rect(), False)
self.host = host
mapData = PixelArray(sprite)
self.bitstring = list()
for pxlarr in mapData:
for pxl in pxlarr:
if pxl != 0: self.bitstring.append(0)
else: self.bitstring.append(1)
self.dims = [sprite.get_width(), sprite.get_height()]
self.lvlRect = Rect(0, 0, self.dims[0], self.dims[1])
def update(self, dTime, elTime):
pass
def draw(self):
GameObject.draw(self)
def rectCollidingOnMap(self, rect):
if not self.lvlRect.intersects(rect):
return True
#checkThis is list of color-values of lvl-bitmap
checkThis = self.host.lvlmap.getCollidingPixels(rect)
for nr in checkThis:
if nr != 0:
return True
return False
# get part (smaller matrice) of large matrice/2d vector
# larger matrice is self.bitstring
def getCollidingPixels(self, collidingRect):
newbitstring = list()
offsetX = int(collidingRect.x)
offsetY = int(collidingRect.y)
width = int(collidingRect.w)
height = int(collidingRect.h)
col = 0
while col < width:
row = 0
while row < height:
ind = (col + offsetX) * self.dims[1] + \
(row + offsetY)
if ind < self.dims[0] * self.dims[1]:
newbitstring.append(self.bitstring[ind])
row += 1
col += 1
return newbitstring