Drive Cars Down A Hill Script [upd] Review
# Main loop running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: cars.append(Car(80, 480))
def draw(self, screen): # Rotate car shape points = self.shape.get_vertices() rotated = [p.rotated(self.body.angle) + self.body.position for p in points] pygame.draw.polygon(screen, self.color, [tuple(p) for p in rotated]) drive cars down a hill script
# Step physics space.step(1/60.0)
def drive_force(self): # Apply force along car's forward direction angle = self.body.angle force_magnitude = 20000 force = (force_magnitude * pygame.math.Vector2(1, 0).rotate_rad(angle).x, force_magnitude * pygame.math.Vector2(1, 0).rotate_rad(angle).y) self.body.apply_force_at_local_point(force, (0, 0)) # Main loop running = True while running:
# Ground at bottom ground = pymunk.Segment(space.static_body, (0, HEIGHT-50), (WIDTH, HEIGHT-50), 5) ground.friction = 0.9 space.add(ground) 480)) def draw(self
# Control each car for i, car in enumerate(cars): # Apply driving force based on key press (1,2,3 for car1,car2,car3) if pygame.key.get_pressed()[getattr(pygame, f'K_{i+1}')]: car.drive_force() if pygame.key.get_pressed()[getattr(pygame, f'K_{i+1}')] == False: car.brake()
Classic