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test_1 (1).py
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import csv
import pygame
from time import time, sleep
import os
import sys
import math
def load_image(name, colorkey=None):
fullname = os.path.join(name)
if not os.path.isfile(fullname):
print(f"Файл с изображением '{fullname}' не найден")
sys.exit()
image = pygame.image.load(fullname)
return image
tile_size = 100
class car:
def __init__(self, path):
self.degree = 0
self.coord = [910, 490]
self.images = []
self.x_speed = 0
self.y_speed = 0
self.wheel = 0
file = open(path + '\\config.txt', 'r')
file = file.readlines()
for i in range(0, 360):
i_coords = ()
self.images.append((pygame.transform.scale(
pygame.image.load(path + '\\' + '0' * (4 - len(str(i))) + str(i) + '.png'), (50, 50)), i_coords))
# print(self.images)
def draw(self):
# i_coord = self.images[int(self.degree)][1]
main_display.blit(self.images[int(self.degree)][0], (860, 440))
def move(self, fps):
deg = 0
if self.x_speed > 0 and self.y_speed > 0:
deg = 360 - math.degrees(math.atan(self.y_speed / self.x_speed))
elif self.x_speed > 0 and self.y_speed < 0:
deg = math.degrees(math.atan(-self.y_speed / self.x_speed))
elif self.x_speed < 0 and self.y_speed > 0:
deg = 180 + math.degrees(math.atan(self.y_speed / -self.x_speed))
elif self.x_speed < 0 and self.y_speed < 0:
deg = 180 - math.degrees(math.atan(-self.y_speed / -self.x_speed))
per_deg = self.degree - 90
if per_deg >= 180:
drift_x = round(+ math.cos(math.radians(90 - per_deg - 270)), 5)
drift_y = round(+ math.sin(math.radians(90 - per_deg - 270)), 5)
elif 270 > per_deg - 90 >= 180:
drift_y = round(- math.cos(math.radians(per_deg - 180)), 5)
drift_x = round(- math.sin(math.radians(per_deg - 180)), 5)
elif 180 > per_deg - 90 >= 90:
drift_y = round(+ math.cos(math.radians(90 - per_deg - 90)), 5)
drift_x = round(- math.sin(math.radians(90 - per_deg - 90)), 5)
else:
drift_y = round(+ math.cos(math.radians(per_deg - 90)), 5)
drift_x = round(+ math.sin(math.radians(per_deg - 90)), 5)
# pygame.draw.line(main_display, (0, 0, 0), (500, 500), (500 + drift_x * 50, 500 + drift_y * 50), 10)
# pygame.draw.circle(main_display, (255, 0, 0), self.coord, 5)
if self.x_speed != 0 or self.y_speed != 0:
deg = self.degree - deg
if deg > 180:
deg -= 360
elif deg < -180:
deg += 360
if deg > 90:
deg = 90 - (deg - 90)
elif deg < -90:
deg = -90 - (90 + deg)
else:
deg = 0
popr_speed_x = 0
popr_speed_y = 0
popr_speed_x += (drift_x * (deg / 90) * 0.03) * abs(self.x_speed)
popr_speed_y += (drift_y * (deg / 90) * 0.03) * abs(self.y_speed)
self.x_speed *= 0.999
self.y_speed *= 0.999
self.x_speed += popr_speed_x
self.y_speed += popr_speed_y
self.coord[0] += (self.x_speed * 0.5) / fps
self.coord[1] += (self.y_speed * 0.5) / fps
def get_coord(self):
return self.coord
def get_wheel(self):
return self.wheel
def set_wheel(self, degree):
self.wheel = degree
def change_wheel(self, degree):
if degree > 0:
if self.wheel + degree >= 1:
self.wheel = 1
else:
self.wheel += degree
elif degree < 0:
if self.wheel + degree <= -1:
self.wheel = -1
else:
self.wheel += degree
def draw_wheel(self):
pygame.draw.rect(main_display, (255, 255, 0), (20, 20, 150, 40), 5)
pygame.draw.rect(main_display, (200, 200, 0), (94, 25, 2, 30))
if self.wheel > 0:
pygame.draw.rect(main_display, (200, 200, 0), (95, 25, 71 * (self.wheel / 1), 30))
elif self.wheel < 0:
pygame.draw.rect(main_display, (200, 200, 0), (95 - 71 * (-self.wheel / 1), 25, 71 * (-self.wheel / 1), 30))
def change_turn_by_wheel(self, fps):
deg = (self.degree - (
self.wheel * 0.5 * ((mark_2.get_speed()[0] ** 2 + mark_2.get_speed()[1] ** 2) ** 0.5)) / fps) % 360
if deg == 360:
deg = 0
self.degree = deg
def set_coord(self, coord):
self.coord = list(coord)
def change_turn(self, degree):
deg = (self.degree - degree) % 360
if deg == 360:
deg = 0
self.degree = deg
def get_degree(self):
return self.degree
def set_degree(self, degree):
self.degree = degree
def change_speed(self, speed):
if self.degree >= 270:
self.x_speed -= speed * math.cos(math.radians(90 - self.degree - 270))
self.y_speed -= speed * math.sin(math.radians(90 - self.degree - 270))
elif 270 > self.degree >= 180:
self.x_speed -= speed * math.cos(math.radians(self.degree - 180))
self.y_speed += speed * math.sin(math.radians(self.degree - 180))
elif 180 > self.degree >= 90:
self.x_speed += speed * math.cos(math.radians(90 - self.degree - 90))
self.y_speed += speed * math.sin(math.radians(90 - self.degree - 90))
else:
self.x_speed += speed * math.cos(math.radians(self.degree))
self.y_speed -= speed * math.sin(math.radians(self.degree))
def set_speed(self, speed):
self.x_speed = speed[0]
self.y_speed = speed[1]
def get_speed(self):
ret = (self.x_speed, self.y_speed)
return ret
mark_2 = car('mark_2')
# online_car = car('mark_2')
def online():
global connect_type
global online_car
if connect_type:
global server
global client
else:
global client
while True:
a = client.recv(1024).decode()
a = a.split(';')
for i in a[:-1]:
s = i.split(':')
try:
s = (float(s[0]), float(s[1]), int(s[2]))
online_car.set_coord((s[0], s[1]))
online_car.set_degree(s[2])
except IndexError:
print(a[0])
class Snow(pygame.sprite.Sprite):
image = load_image("D:\pythonProject\YANDEXPROJECT_2_feat.Slave\снег (2).jpg")
def __init__(self, x, y, group):
super().__init__(group)
self.image = Snow.image
self.cx = x * tile_size
self.cy = y * tile_size
self.rect = self.image.get_rect().move(
tile_size * x, tile_size * y)
self.rect.x = x * tile_size
self.rect.y = y * tile_size
class Road(pygame.sprite.Sprite):
image = load_image("D:\pythonProject\YANDEXPROJECT_2_feat.Slave\асфальт (2).jpg")
def __init__(self, x, y, group):
super().__init__(group)
self.image = Road.image
self.cx = x * tile_size
self.cy = y * tile_size
self.rect = self.image.get_rect().move(
tile_size * x, tile_size * y)
self.rect.x = x * tile_size
self.rect.y = y * tile_size
def generate_level(level, all_sprites):
for y in range(len(level)):
for x in range(len(level[y])):
if level[y][x] == '0':
Snow(x, y, all_sprites[0])
else:
Road(x, y, all_sprites[1])
return x, y
class MapMark:
def __init__(self, lvl_number):
self.map = []
self.lvl_path = f'level_{lvl_number}_grid_map_layout.csv'
with open(self.lvl_path, encoding="utf8") as csvfile:
reader = csv.reader(csvfile, delimiter=',', quotechar='"')
for row in reader:
self.map.append(row)
self.x_cam = 0
self.y_cam = 0
if __name__ == '__main__':
pygame.init()
clock = pygame.time.Clock()
main_display = pygame.display.set_mode((1920, 1080))
running = True
display_x_size, display_y_size = pygame.display.get_window_size()
keys = []
fps = 60
map = MapMark(1)
all_snow = pygame.sprite.Group()
all_road = pygame.sprite.Group()
all_sprites = [all_snow, all_road]
offset_x = 0
offset_y = 0
generate_level(map.map, all_sprites)
n = 0
while running:
tt = time()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == 119 and 'W' not in keys: # W
keys.append('W')
elif event.key == 97 and 'A' not in keys: # A
keys.append('A')
elif event.key == 115 and 'S' not in keys: # S
keys.append('S')
elif event.key == 100 and 'D' not in keys: # D
keys.append('D')
if event.type == pygame.KEYUP:
if event.key == 119: # W
keys.remove('W')
elif event.key == 97: # A
keys.remove('A')
elif event.key == 115: # S
keys.remove('S')
elif event.key == 100: # D
keys.remove('D')
main_display.fill((0, 40, 0))
if 'A' in keys:
# mark_2.change_turn((-0.5 * ((mark_2.get_speed()[0] ** 2 + mark_2.get_speed()[1] ** 2) ** 0.5)) / fps)
# mark_2.change_turn(-0.1)
mark_2.change_wheel(-0.01)
if 'D' in keys:
# mark_2.change_turn((0.5 * ((mark_2.get_speed()[0] ** 2 + mark_2.get_speed()[1] ** 2) ** 0.5)) / fps)
# mark_2.change_turn(0.1)
mark_2.change_wheel(0.01)
if not 'D' in keys and not 'A' in keys:
if abs(mark_2.get_wheel()) < 0.01:
mark_2.set_wheel(0)
elif mark_2.get_wheel() > 0:
mark_2.change_wheel(-0.01)
elif mark_2.get_wheel() < 0:
mark_2.change_wheel(0.01)
if 'W' in keys:
mark_2.change_speed(10)
if 'S' in keys:
mark_2.change_speed(-10)
if ' ' in keys:
mark_2.set_coord((50, 800))
mark_2.set_speed((0, 0))
mark_2.set_degree(1)
# main_display.fill((0, 40, 0))
keys.remove(' ')
for group in all_sprites:
for elem in group:
elem.rect.x = elem.cx + offset_x
elem.rect.y = elem.cy + offset_y
for group in all_sprites:
group.update()
group.draw(main_display)
mark_2.change_turn_by_wheel(fps)
mark_2.draw()
mark_2.move(fps)
mark_2.draw_wheel()
pygame.display.update()
clock.tick(66)
offset_x = -mark_2.coord[0]
offset_y = -mark_2.coord[1]
# print(1 / (time() - tt))
# print(keys)
try:
fps = 1 / (time() - tt)
except:
fps = 1000
pygame.quit()