This commit is contained in:
Aidan Haas 2025-06-13 12:11:29 -04:00
commit 17fbfb3426
4 changed files with 130 additions and 0 deletions

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engine.py Normal file
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import math
class Engine:
rpm = 0
throttle = 0
load = 0
instant_torque = 0
gear = 0
flywheel_inertia = 0
idle_rpm = 750
max_rpm = 6500
fuel_rate = 0
afr = 0
coolant_temp = 0
oil_temp = 0
ignition_timing = 0
ambient_temp = 0
altitude = 0
intake_pressure = 0
vehicle_mass = 0
drivetrain_loss = 0
oil_pressure = 0
turbo_boost = 0
kr = 0
exhaust_temp = 0
def start(self):
rpm = 250
def update(self, throttle, load, dt):
if not self.running:
return
self.throttle = throttle
self.load = load
# Apply simplified engine RPM dynamics
rpm_change = (throttle - load) * self.torque_curve(self.rpm) / self.flywheel_inertia
self.rpm += rpm_change * dt
self.rpm = max(self.idle_rpm, min(self.rpm, self.max_rpm))
self.torque = self.torque_curve(self.rpm) * throttle
self.fuel_rate = self.rpm * throttle * self.fuel_efficiency
self._update_temps(dt)

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main.py Normal file
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# Example file showing a circle moving on screen
import pygame
import math
from engine import Engine
# pygame setup
pygame.init()
screen = pygame.display.set_mode((1280, 720))
clock = pygame.time.Clock()
running = True
dt = 0
player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
rpm_pos = pygame.Vector2(screen.get_width() * 0.25, screen.get_height() / 2)
spd_pos = pygame.Vector2(screen.get_width() * 0.75, screen.get_height() / 2)
gauge_radius = screen.get_height() / 5
# Angle for gauge
angle_rad = math.radians(145)
needle_color = "black"
needle_width = 4
tip_radius = needle_width
offset_vector = pygame.Vector2(
math.cos(angle_rad) * gauge_radius,
math.sin(angle_rad) * gauge_radius
)
e = engine()
while running:
# poll for events
# pygame.QUIT event means the user clicked X to close your window
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# fill the screen with a color to wipe away anything from last frame
screen.fill("white")
# RPM
# Min = 0 at 45 degrees
# Max = 8 at 315 degrees
pygame.draw.circle(screen, "red", rpm_pos, gauge_radius)
rpm_tip = rpm_pos + offset_vector
pygame.draw.line(screen, needle_color, rpm_pos, rpm_tip, needle_width)
pygame.draw.circle(screen, needle_color, rpm_tip, tip_radius)
# Trans Speed
# Min = 0 at 45 degrees
# Max = 160 at 315 degrees
pygame.draw.circle(screen, "red", spd_pos, gauge_radius)
spd_tip = spd_pos + offset_vector
pygame.draw.line(screen, needle_color, spd_pos, spd_tip, needle_width)
pygame.draw.circle(screen, needle_color, spd_tip, tip_radius)
pygame.draw.circle(screen, "red", player_pos, 40)
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
player_pos.y -= 300 * dt
if keys[pygame.K_s]:
player_pos.y += 300 * dt
if keys[pygame.K_a]:
player_pos.x -= 300 * dt
if keys[pygame.K_d]:
player_pos.x += 300 * dt
# flip() the display to put your work on screen
pygame.display.flip()
# limits FPS to 60
# dt is delta time in seconds since last frame, used for framerate-
# independent physics.
dt = clock.tick(60) / 1000
pygame.quit()

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readme.md Normal file
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