179 lines
6.1 KiB
Python
179 lines
6.1 KiB
Python
# Example file showing a circle moving on screen
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import pygame
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import math
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from engine import Engine
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from transmission import Transmission
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# pygame setup
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pygame.init()
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pygame.display.set_caption('Engine Sim')
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screen = pygame.display.set_mode((1280, 720))
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clock = pygame.time.Clock()
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running = True
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dt = 0
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# Text Setup
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pygame.font.init()
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font = pygame.font.SysFont(None, 64)
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gauge_font = pygame.font.SysFont(None, 24)
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# Gauge Setup
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rpm_pos = pygame.Vector2(screen.get_width() * 0.30, screen.get_height() / 2)
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spd_pos = pygame.Vector2(screen.get_width() * 0.70, screen.get_height() / 2)
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gauge_radius = screen.get_height() / 5
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# Angle for gauge
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angle_rad = math.radians(145)
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needle_color = "white"
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needle_width = 4
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tip_radius = needle_width
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offset_vector = pygame.Vector2(
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math.cos(angle_rad) * gauge_radius,
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math.sin(angle_rad) * gauge_radius
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)
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e = Engine()
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t = Transmission(e)
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throttle = 0
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def map_value_to_angle(value, min_val, max_val):
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clamped = max(min_val, value)
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return math.radians(150 + 270 * (clamped - min_val) / (max_val - min_val))
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while running:
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screen.fill("white")
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sX, sY = screen.get_width(), screen.get_height()
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mX, mY = pygame.mouse.get_pos()
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# Gauge Cluster
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cluster_padding = (sX / sY) * (sX / 64)
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cluster_padding_x = (sX / sY) * (sX / 64)
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cluster_y = min(rpm_pos.y, spd_pos.y) - gauge_radius - cluster_padding
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cluster_bottom = max(rpm_pos.y, spd_pos.y) + gauge_radius + cluster_padding
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cluster_x = rpm_pos.x - gauge_radius - cluster_padding - cluster_padding_x
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cluster_right = spd_pos.x + gauge_radius + cluster_padding + cluster_padding_x
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cluster_width = cluster_right - cluster_x
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cluster_height = cluster_bottom - cluster_y
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cluster_rect = pygame.Rect(cluster_x, cluster_y, cluster_width, cluster_height)
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pygame.draw.rect(screen, (50, 50, 50), cluster_rect, border_radius=30) # dark gray with rounded corners
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# poll for events
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# pygame.QUIT event means the user clicked X to close your window
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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if (pygame.key.name(event.key) == 'v'):
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if e.ignition:
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e.ignition = False
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else:
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e.start(dt)
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if (pygame.key.name(event.key) == 'x'):
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t.upshift()
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if (pygame.key.name(event.key) == 'z'):
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t.downshift()
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if (pygame.key.name(event.key) == 'left shift'):
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t.clutch_pressure = 1
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if event.type == pygame.KEYUP:
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if (pygame.key.name(event.key) == 'left shift'):
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t.clutch_pressure = 0
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if event.type == pygame.QUIT:
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running = False
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rpm_text = font.render(f"RPM: {int(e.rpm)}", True, (0, 0, 0))
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rpm_rect = rpm_text.get_rect(center=(screen.get_width() // 2, screen.get_height() // 4))
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screen.blit(rpm_text, rpm_rect)
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rpm_text = font.render(f"Torque: {int(e.instant_torque)}", True, (255, 0, 0))
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rpm_rect = rpm_text.get_rect(center=(screen.get_width() // 2, screen.get_height() // 4 +100))
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screen.blit(rpm_text, rpm_rect)
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rpm_angle = map_value_to_angle(e.rpm, 0, 8000)
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# RPM Gauge
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rpm_vector = pygame.Vector2(math.cos(rpm_angle), math.sin(rpm_angle)) * gauge_radius
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pygame.draw.circle(screen, "black", rpm_pos, gauge_radius)
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pygame.draw.line(screen, needle_color, rpm_pos, rpm_pos + rpm_vector, needle_width)
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for rpm_tick in range(0, 9000, 1000): # 1000 to 8000
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angle = map_value_to_angle(rpm_tick, 0, 8000)
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direction = pygame.Vector2(math.cos(angle), math.sin(angle))
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label_pos = rpm_pos + direction * (gauge_radius - 20) # slight inward offset
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label_text = gauge_font.render(str(rpm_tick // 1000), True, (255, 255, 255))
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text_rect = label_text.get_rect(center=(label_pos.x, label_pos.y))
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screen.blit(label_text, text_rect)
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# Speed Gauge
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speed_angle = map_value_to_angle(t.get_velocity(), 0, 160)
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speed_vector = pygame.Vector2(math.cos(speed_angle), math.sin(speed_angle)) * gauge_radius
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pygame.draw.circle(screen, "black", spd_pos, gauge_radius)
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pygame.draw.line(screen, needle_color, spd_pos, spd_pos + speed_vector, needle_width)
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for speed_tick in range(0, 180, 20): # 1000 to 8000
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angle = map_value_to_angle(speed_tick, 0, 160)
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direction = pygame.Vector2(math.cos(angle), math.sin(angle))
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label_pos = spd_pos + direction * (gauge_radius - 20) # slight inward offset
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label_text = gauge_font.render(str(speed_tick), True, (255, 255, 255))
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text_rect = label_text.get_rect(center=(label_pos.x, label_pos.y))
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screen.blit(label_text, text_rect)
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# Fuel Gauge - 10 Steps
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fuel_steps = math.ceil((e.fuel_capacity / e.max_fuel_capacity) * 10)
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fuel_x = cluster_x + (cluster_padding / 1.5)
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fuel_y = cluster_bottom - cluster_padding * 2
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fuel_width = cluster_padding / 1.5
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fuel_height = cluster_height / 20
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fuel_step = cluster_height / 16
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#fuel_rect = pygame.rect() Make this a rect as a backdrop for fuel
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for i in range(fuel_steps):
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fuel_rect = pygame.Rect(fuel_x, fuel_y, fuel_width, fuel_height)
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pygame.draw.rect(screen, "white", fuel_rect, border_radius=2)
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fuel_y -= fuel_step
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# Temp Gauge - 10 Steps
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# Throttle
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throttle_text = font.render(f"Throttle", True, (0, 0, 0))
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throttle_text_rect = throttle_text.get_rect(center=((sX - sX // 16), screen.get_height() // 4.5))
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screen.blit(throttle_text, throttle_text_rect)
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throttle_rect = pygame.Rect((sX - sX / 16), sY / 4, sX / 16, sY / 2)
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pygame.draw.rect(screen, "red", throttle_rect)
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keys = pygame.key.get_pressed()
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if keys[pygame.K_w]:
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e.rpm += 600 * dt
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if keys[pygame.K_s]:
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e.rpm -= 600 * dt
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if keys[pygame.K_r]:
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e.rpm = e.idle_rpm
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# Throttle (Using mouse pos)
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throttle = pow(max(0, min(1 - (((mY - (sY / 4)) / 2) / (sY / 4)), 1)),2) # Clamp value between 0 and 1
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# print(mX, mY)
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pygame.display.flip()
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# limits FPS to 60
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# dt is delta time in seconds since last frame, used for framerate-
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# independent physics.
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dt = clock.tick(60) / 1000
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e.update(throttle, 0, dt)
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pygame.quit() |