add basic engine simulation + working gauge

This commit is contained in:
Aidan Haas
2025-06-13 15:34:38 -04:00
parent 17fbfb3426
commit 2ac3bf166b
3 changed files with 160 additions and 48 deletions
+49 -14
View File
@@ -12,6 +12,12 @@ 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 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)
@@ -20,7 +26,7 @@ gauge_radius = screen.get_height() / 5
# Angle for gauge
angle_rad = math.radians(145)
needle_color = "black"
needle_color = "white"
needle_width = 4
tip_radius = needle_width
@@ -29,29 +35,50 @@ offset_vector = pygame.Vector2(
math.sin(angle_rad) * gauge_radius
)
e = engine()
e = Engine()
throttle = 0
def map_value_to_angle(value, min_val, max_val):
clamped = max(min_val, min(value, max_val)) # Can change this later
return math.radians(150 + 270 * (clamped - min_val) / (max_val - min_val))
while running:
mX, mY = pygame.mouse.get_pos()
# 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.KEYDOWN:
if (pygame.key.name(event.key) == 'v'):
if e.ignition:
e.ignition = False
else:
e.start(dt)
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)
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)
# Trans Speed
# Min = 0 at 45 degrees
# Max = 160 at 315 degrees
rpm_text = font.render(f"Torque: {int(e.instant_torque)}", True, (0, 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)
# Trans Gauge
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)
@@ -61,13 +88,20 @@ while running:
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
player_pos.y -= 300 * dt
e.rpm += 600 * dt
if keys[pygame.K_s]:
player_pos.y += 300 * dt
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)
# flip() the display to put your work on screen
pygame.display.flip()
@@ -76,5 +110,6 @@ while running:
# dt is delta time in seconds since last frame, used for framerate-
# independent physics.
dt = clock.tick(60) / 1000
e.update(throttle, 0, dt)
pygame.quit()