refactor: move car rendering to Car
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22
src/car.py
22
src/car.py
@@ -1,4 +1,8 @@
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from math import radians
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import pygame
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from src.camera import Camera
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from src.vec import Vec
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@@ -6,6 +10,9 @@ class Car:
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MAX_SPEED = 0.05
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MAX_BACK_SPEED = -0.025
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ROTATE_SPEED = radians(1)
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COLOR = (230, 150, 80)
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WIDTH = 0.4
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LENGTH = 0.6
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def __init__(self, pos: Vec, direction: Vec) -> None:
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self.pos: Vec = pos
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@@ -40,3 +47,18 @@ class Car:
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self.speed *= 0.98
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self.pos += self.direction * self.speed
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def render(self, surf: pygame.Surface, camera: Camera):
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pts: list[Vec] = self.get_corners()
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pts = [camera.world2screen(p) for p in pts]
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pygame.draw.polygon(surf, self.COLOR, pts)
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def get_corners(self) -> list[Vec]:
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u: Vec = self.direction * self.LENGTH / 2
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v: Vec = self.direction.perp * self.WIDTH / 2
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pt: Vec = self.pos
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p1: Vec = pt + u + v
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p2: Vec = pt - u + v
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p3: Vec = pt - u - v
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p4: Vec = pt + u - v
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return [p1, p2, p3, p4]
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14
src/game.py
14
src/game.py
@@ -60,24 +60,12 @@ class Game:
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def render(self):
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self.win.fill(self.BACKGROUND_COLOR)
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self.track.render(self.win, self.camera)
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self.render_car()
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self.car.render(self.win, self.camera)
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if self.show_fps:
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self.render_fps()
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pygame.display.flip()
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def render_car(self):
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u: Vec = self.car.direction * 0.3
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v: Vec = self.car.direction.perp * 0.2
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pt: Vec = self.car.pos
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p1: Vec = pt + u + v
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p2: Vec = pt - u + v
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p3: Vec = pt - u - v
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p4: Vec = pt + u - v
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pts: list[Vec] = [p1, p2, p3, p4]
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pts = [self.camera.world2screen(p) for p in pts]
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pygame.draw.polygon(self.win, (230, 150, 80), pts)
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def on_key_down(self, event: pygame.event.Event):
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if event.key == pygame.K_w:
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self.car.forward = True
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