add cluster graphics and transmission simulation

This commit is contained in:
Aidan Haas 2025-06-23 15:34:41 -04:00
parent 2ac3bf166b
commit 37c7c89d1e
9 changed files with 150 additions and 29 deletions

2
.gitignore vendored Normal file
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*.pyc
*.pyo

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changelog.md Normal file
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6/23/25
* Added visual accelerator pedal
* Scale accelerator pedal to new screen
* Parabolic curve for better feeling accelerator pedal
* Added numbers to RPM gauge
* Added Fuel gauge
* Added gauge cluster background
* Visual tweaks
* Added simple clutch simulation
* Added simple transmission simulation

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changelog/changelog.md Normal file
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6/23/25
* Added visual accelerator pedal
* Scale accelerator pedal to new screen
* Parabolic curve for better feeling accelerator pedal
* Added numbers to RPM gauge
* Added Fuel gauge
* Added gauge cluster background
* Visual tweaks
* Added simple clutch simulation
* Added simple transmission simulation
![alt text](image.png)

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changelog/image.png Normal file

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@ -24,7 +24,6 @@ class Engine:
self.fuel_efficiency = fuel_efficiency
self.torque_curve = torque_curve or self.default_torque_curve
self.instant_torque = 0
self.wheel_speed = 0
self.engineFriction = 5
self.peak_torque = 163 # Nm -> 120 ft/lb
self.engine_brake_strength = 40 # Nm
@ -40,7 +39,8 @@ class Engine:
self.coolant_pressure = 0
self.coolant_capacity = 0
self.fuel_capacity = 0
self.max_fuel_capacity = 68 # Liter
self.fuel_capacity = self.max_fuel_capacity
# Fuel
@ -63,6 +63,7 @@ class Engine:
self.vehicle_mass = 0
self.drivetrain_loss = 0
# Just a parabolic curve for now
def default_torque_curve(self, rpm):
rpm_ratio = rpm / self.max_rpm
@ -72,7 +73,6 @@ class Engine:
self.ignition = True
self.starting = True
def update(self, throttle, load, dt):
self.throttle = throttle
self.load = load
@ -107,11 +107,15 @@ class Engine:
friction_force = 0
# Engine braking torque (If throttle closed)
if self.throttle < 0.1 and self.rpm > self.idle_rpm + 200 or not self.ignition:
if self.throttle == 0 and self.rpm > self.idle_rpm + 200 or not self.ignition:
engine_brake_torque = self.engine_brake_strength * (self.rpm / self.max_rpm)
else:
engine_brake_torque = 0
# Transmission Load
# Calculate torque
if self.ignition:
available_torque = self.torque_curve(self.rpm)
@ -123,5 +127,6 @@ class Engine:
self.rpm += rpm_change * dt
self.fuel_rate = self.rpm * throttle * self.fuel_efficiency
# self.fuel_capacity -= self.fuel_rate
#self._update_temps(dt)

112
main.py
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@ -2,24 +2,25 @@
import pygame
import math
from engine import Engine
from transmission import Transmission
# pygame setup
pygame.init()
pygame.display.set_caption('Engine Sim')
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)
# Text Setup
pygame.font.init()
font = pygame.font.SysFont(None, 64)
gauge_font = pygame.font.SysFont(None, 24)
# Gauge Setup
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)
rpm_pos = pygame.Vector2(screen.get_width() * 0.30, screen.get_height() / 2)
spd_pos = pygame.Vector2(screen.get_width() * 0.70, screen.get_height() / 2)
gauge_radius = screen.get_height() / 5
@ -36,14 +37,33 @@ offset_vector = pygame.Vector2(
)
e = Engine()
t = Transmission(e)
throttle = 0
def map_value_to_angle(value, min_val, max_val):
clamped = max(min_val, min(value, max_val)) # Can change this later
clamped = max(min_val, value)
return math.radians(150 + 270 * (clamped - min_val) / (max_val - min_val))
while running:
screen.fill("white")
sX, sY = screen.get_width(), screen.get_height()
mX, mY = pygame.mouse.get_pos()
# Gauge Cluster
cluster_padding = (sX / sY) * (sX / 64)
cluster_padding_x = (sX / sY) * (sX / 64)
cluster_y = min(rpm_pos.y, spd_pos.y) - gauge_radius - cluster_padding
cluster_bottom = max(rpm_pos.y, spd_pos.y) + gauge_radius + cluster_padding
cluster_x = rpm_pos.x - gauge_radius - cluster_padding - cluster_padding_x
cluster_right = spd_pos.x + gauge_radius + cluster_padding + cluster_padding_x
cluster_width = cluster_right - cluster_x
cluster_height = cluster_bottom - cluster_y
cluster_rect = pygame.Rect(cluster_x, cluster_y, cluster_width, cluster_height)
pygame.draw.rect(screen, (50, 50, 50), cluster_rect, border_radius=30) # dark gray with rounded corners
# poll for events
# pygame.QUIT event means the user clicked X to close your window
for event in pygame.event.get():
@ -53,57 +73,101 @@ while running:
e.ignition = False
else:
e.start(dt)
if (pygame.key.name(event.key) == 'x'):
t.upshift()
if (pygame.key.name(event.key) == 'z'):
t.downshift()
if (pygame.key.name(event.key) == 'left shift'):
t.clutch_pressure = 1
if event.type == pygame.KEYUP:
if (pygame.key.name(event.key) == 'left shift'):
t.clutch_pressure = 0
if event.type == pygame.QUIT:
running = False
# fill the screen with a color to wipe away anything from last frame
screen.fill("white")
rpm_text = font.render(f"RPM: {int(e.rpm)}", True, (0, 0, 0))
rpm_rect = rpm_text.get_rect(center=(screen.get_width() // 2, screen.get_height() // 4))
screen.blit(rpm_text, rpm_rect)
rpm_text = font.render(f"Torque: {int(e.instant_torque)}", True, (0, 0, 0))
rpm_text = font.render(f"Torque: {int(e.instant_torque)}", True, (255, 0, 0))
rpm_rect = rpm_text.get_rect(center=(screen.get_width() // 2, screen.get_height() // 4 +100))
screen.blit(rpm_text, rpm_rect)
rpm_angle = map_value_to_angle(e.rpm, 0, 8000)
# RPM Gauge
speed_angle = map_value_to_angle(e.wheel_speed, 0, 160)
rpm_vector = pygame.Vector2(math.cos(rpm_angle), math.sin(rpm_angle)) * gauge_radius
pygame.draw.circle(screen, "black", rpm_pos, gauge_radius)
pygame.draw.line(screen, needle_color, rpm_pos, rpm_pos + rpm_vector, needle_width)
for rpm_tick in range(0, 9000, 1000): # 1000 to 8000
angle = map_value_to_angle(rpm_tick, 0, 8000)
direction = pygame.Vector2(math.cos(angle), math.sin(angle))
label_pos = rpm_pos + direction * (gauge_radius - 20) # slight inward offset
# Trans Gauge
label_text = gauge_font.render(str(rpm_tick // 1000), True, (255, 255, 255))
text_rect = label_text.get_rect(center=(label_pos.x, label_pos.y))
screen.blit(label_text, text_rect)
# Speed Gauge
speed_angle = map_value_to_angle(t.get_velocity(), 0, 160)
speed_vector = pygame.Vector2(math.cos(speed_angle), math.sin(speed_angle)) * gauge_radius
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, "black", spd_pos, gauge_radius)
pygame.draw.line(screen, needle_color, spd_pos, spd_pos + speed_vector, needle_width)
pygame.draw.circle(screen, "red", player_pos, 40)
for speed_tick in range(0, 180, 20): # 1000 to 8000
angle = map_value_to_angle(speed_tick, 0, 160)
direction = pygame.Vector2(math.cos(angle), math.sin(angle))
label_pos = spd_pos + direction * (gauge_radius - 20) # slight inward offset
label_text = gauge_font.render(str(speed_tick), True, (255, 255, 255))
text_rect = label_text.get_rect(center=(label_pos.x, label_pos.y))
screen.blit(label_text, text_rect)
# Fuel Gauge - 10 Steps
fuel_steps = math.ceil((e.fuel_capacity / e.max_fuel_capacity) * 10)
fuel_x = cluster_x + (cluster_padding / 1.5)
fuel_y = cluster_bottom - cluster_padding * 2
fuel_width = cluster_padding / 1.5
fuel_height = cluster_height / 20
fuel_step = cluster_height / 16
#fuel_rect = pygame.rect() Make this a rect as a backdrop for fuel
for i in range(fuel_steps):
fuel_rect = pygame.Rect(fuel_x, fuel_y, fuel_width, fuel_height)
pygame.draw.rect(screen, "white", fuel_rect, border_radius=2)
fuel_y -= fuel_step
# Temp Gauge - 10 Steps
# Throttle
throttle_text = font.render(f"Throttle", True, (0, 0, 0))
throttle_text_rect = throttle_text.get_rect(center=((sX - sX // 16), screen.get_height() // 4.5))
screen.blit(throttle_text, throttle_text_rect)
throttle_rect = pygame.Rect((sX - sX / 16), sY / 4, sX / 16, sY / 2)
pygame.draw.rect(screen, "red", throttle_rect)
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
e.rpm += 600 * dt
if keys[pygame.K_s]:
e.rpm -= 600 * dt
if keys[pygame.K_a]:
player_pos.x -= 300 * dt
if keys[pygame.K_d]:
player_pos.x += 300 * dt
if keys[pygame.K_r]:
e.rpm = e.idle_rpm
# Throttle (Using mouse pos)
throttle = 1 - (mY / screen.get_height())
#print(throttle)
throttle = pow(max(0, min(1 - (((mY - (sY / 4)) / 2) / (sY / 4)), 1)),2) # Clamp value between 0 and 1
# print(mX, mY)
# flip() the display to put your work on screen
pygame.display.flip()
# limits FPS to 60

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transmission.py Normal file
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from engine import Engine
class Transmission:
def __init__(self, engine):
self.clutch_pressure = 0
self.gear_ratios = [0,216,108,72,54,43,36]
self.selected_gear = 0
self.max_gear = 6
self.min_gear = -1
self.inertia = 0
self.engine = engine
def upshift(self):
self.selected_gear = min(self.selected_gear + 1, self.max_gear)
print(self.selected_gear)
def downshift(self):
self.selected_gear = max(self.selected_gear - 1, self.min_gear)
print(self.selected_gear)
def get_velocity(self):
if (self.selected_gear == 0):
return 0
return self.engine.rpm / self.gear_ratios[self.selected_gear]
def calculate_load(self):
return