Files
rally-racer/src/car.py

182 lines
5.8 KiB
Python

from __future__ import annotations
from math import radians
from typing import TYPE_CHECKING, Optional
import pygame
from src.camera import Camera
from src.remote_controller import RemoteController
from src.utils import get_segments_intersection, segments_intersect
from src.vec import Vec
if TYPE_CHECKING:
from src.game import Game
def sign(x): return 0 if x == 0 else (-1 if x < 0 else 1)
class Car:
MAX_SPEED = 5
MAX_BACK_SPEED = -3
ROTATE_SPEED = 1
COLOR = (230, 150, 80)
CTRL_COLOR = (80, 230, 150)
WIDTH = 0.4
LENGTH = 0.6
COLLISION_MARGIN = 0.4
ACCELERATION = 2
FRICTION = 2.5
N_RAYS = 15
RAYS_FOV = 180
RAYS_MAX_DIST = 100
def __init__(self, game: Game, pos: Vec, direction: Vec) -> None:
self.game: Game = game
self.initial_pos: Vec = pos.copy()
self.initial_dir: Vec = direction.copy()
self.pos: Vec = pos
self.direction: Vec = direction
self.speed: float = 0
self.forward: bool = False
self.backward: bool = False
self.left: bool = False
self.right: bool = False
self.colliding: bool = False
self.rays: list[float] = [0] * self.N_RAYS
self.rays_end: list[Vec] = [Vec() for _ in range(self.N_RAYS)]
self.controller: RemoteController = RemoteController(self.game, self)
self.controller.start_server()
def update(self, dt: float):
if self.forward:
self.speed += self.ACCELERATION * dt
self.speed = min(self.MAX_SPEED, self.speed)
if self.backward:
self.speed -= self.ACCELERATION * 2 * dt
self.speed = max(self.MAX_BACK_SPEED, self.speed)
rotate_angle: float = 0
if self.left:
rotate_angle -= self.ROTATE_SPEED * dt
if self.right:
rotate_angle += self.ROTATE_SPEED * dt
# if self.backward:
# rotate_angle *= -1
if rotate_angle != 0:
self.direction = self.direction.rotate(rotate_angle)
if not self.forward and not self.backward:
fn = max if self.speed >= 0 else min
self.speed -= sign(self.speed) * self.FRICTION * dt
self.speed = fn(0, self.speed)
if abs(self.speed) < 1e-4:
self.speed = 0
self.pos += self.direction * self.speed * dt
def render(self, surf: pygame.Surface, camera: Camera, show_raycasts: bool = False):
if show_raycasts:
pos: Vec = camera.world2screen(self.pos)
for p in self.rays_end:
pygame.draw.line(surf, (255, 0, 0), pos,
camera.world2screen(p), 2)
pts: list[Vec] = self.get_corners()
pts = [camera.world2screen(p) for p in pts]
pygame.draw.polygon(surf, self.COLOR, pts)
if self.controller.is_connected:
pygame.draw.circle(
surf,
self.CTRL_COLOR,
camera.world2screen(self.pos),
camera.size2screen(self.WIDTH / 4),
)
def get_corners(self) -> list[Vec]:
u: Vec = self.direction * self.LENGTH / 2
v: Vec = self.direction.perp * self.WIDTH / 2
pt: Vec = self.pos
p1: Vec = pt + u + v
p2: Vec = pt - u + v
p3: Vec = pt - u - v
p4: Vec = pt + u - v
return [p1, p2, p3, p4]
def check_collisions(self, polygons: list[list[Vec]]):
self.cast_rays(polygons)
self.colliding = False
corners: list[Vec] = self.get_corners()
sides: list[tuple[Vec, Vec]] = [
(corners[i], corners[(i + 1) % 4]) for i in range(4)
]
for polygon in polygons:
n_pts: int = len(polygon)
for i in range(n_pts):
pt1: Vec = polygon[i]
pt2: Vec = polygon[(i + 1) % n_pts]
d: Vec = pt2 - pt1
for s1, s2 in sides:
if segments_intersect(s1, s2, pt1, pt2):
self.colliding = True
self.direction = d.normalized
n: Vec = self.direction.perp
dist: float = (self.pos - pt1).dot(n)
if dist < 0:
n *= -1
dist = -dist
self.speed = 0
self.pos = self.pos + n * \
(self.COLLISION_MARGIN - dist)
return
def cast_rays(self, polygons: list[list[Vec]]):
for i in range(self.N_RAYS):
angle: float = radians(
(i / (self.N_RAYS - 1) - 0.5) * self.RAYS_FOV)
p: Optional[Vec] = self.cast_ray(angle, polygons)
self.rays[i] = self.RAYS_MAX_DIST if p is None else (
p - self.pos).mag()
self.rays_end[i] = self.pos if p is None else p
def cast_ray(self, angle: float, polygons: list[list[Vec]]) -> Optional[Vec]:
v: Vec = self.direction.normalized.rotate(angle)
segments: list[tuple[Vec, Vec]] = []
for polygon in polygons:
n_pts: int = len(polygon)
for i in range(n_pts):
pt1: Vec = polygon[i]
pt2: Vec = polygon[(i + 1) % n_pts]
segments.append((pt1, pt2))
p1: Vec = self.pos
p2: Vec = p1 + v * self.RAYS_MAX_DIST
dist: float = self.RAYS_MAX_DIST
closest: Optional[Vec] = None
for q1, q2 in segments:
p: Optional[Vec] = get_segments_intersection(p1, p2, q1, q2)
if p is not None:
d: float = (p - p1).mag()
if d < dist:
dist = d
closest = p
return closest
def reset(self):
self.pos = self.initial_pos.copy()
self.direction = self.initial_dir.copy()
self.speed = 0