Support for thrust

This commit is contained in:
Suwako Moriya 2020-02-02 01:04:17 +01:00
parent cd5300030b
commit a2e76bde51
Signed by: SuwakoMmh
GPG Key ID: A27482B806F13CD5
2 changed files with 39 additions and 16 deletions

View File

@ -14,7 +14,7 @@ class Mass():
self.pos = np.array(pos, dtype='float64')
self.speed = np.array(speed, dtype='float64')
self.mass = mass
self.G = 0.000001
self.G = 0.00000000001
def tick(self):
self.pos += self.speed
@ -22,9 +22,12 @@ class Mass():
def ref(self,
origin=np.array((0, 0), dtype='float64'),
speed=np.array((0, 0), dtype='float64')):
#self.pos -= origin
#self.speed -= speed
self.pos -= origin
self.speed -= speed
pass
def apply_forces(self, elements):
self.apply_gravity(elements)
def apply_gravity(self, elements):
for element in elements:
d = element.pos - self.pos
@ -40,15 +43,27 @@ class Player(Mass):
orientation=0,
pos=(0, 0),
speed=(0, 0),
mass=1):
mass=1,
thrust=0.01):
Mass.__init__(self, pos=pos, speed=speed, mass=mass)
self.orientation = orientation
self.actions = {"thrust": False, "fire": False}
self.actions.update(keys)
def action(self, keys):
self.actions.update(keys)
self.thrust=thrust
def action(self, **kwargs):
print(kwargs)
self.actions.update(kwargs)
def apply_thrust(self):
if self.actions['thrust']:
orientation = np.deg2rad(self.orientation + 90)
or_tuple=(np.cos(orientation), -np.sin(orientation))
norm = self.thrust/self.mass
self.speed += norm * np.array(or_tuple, dtype='float64')
def apply_forces(self, elements):
Mass.apply_forces(self, elements)
self.apply_thrust()
if __name__ == "__main__":
pass

View File

@ -65,13 +65,13 @@ if __name__ == "__main__":
pygame.init()
black = (0, 0, 0)
size = width, height = 1366, 720
TICK_RATE = 30
TICK_RATE = 60
keys = set()
tick = (time.time(), time.time(), 0)
screen = pygame.display.set_mode(size,
flags=pygame.RESIZABLE)
elements = [Player(speed=(5, 0), pos=(10, -200)), Player(speed=(-5, 0), pos=(10, 200), mass = 1), Planet(mass=200)]
reference = 1
elements = [Player(speed=(5, 0), pos=(10, -200)), Player(speed=(-5, 0), pos=(10, 200), mass = 1), Planet(mass=200), Planet(mass=200, pos=(0,20), speed=(-1,0)), Planet(mass=150, pos = (0, 1000), speed = (15, 0)), Player(mass=5, pos = (0, 1010), speed = (15, 1))]
reference = 2
joy=[1, 1]
while 1:
dtick = tick
@ -91,24 +91,32 @@ if __name__ == "__main__":
if event.type == pygame.KEYDOWN:
keys.update({event.key})
print(event.key)
# if event.key == 102:
# follow = (follow + 1)%len(elements)
if event.key == 102:
reference = (reference + 1)%len(elements)
if event.key == (32):
elements[1].mecha.action(thrust=True)
if event.type == pygame.KEYUP:
if event.key in keys:
keys.remove(event.key)
if event.key == (32):
elements[1].mecha.action(thrust=False)
screen.fill(black)
for key in keys:
if key in [275,276,273,274]:
exec("joy" + ("[0]+","[0]-","[1]+","[1]-")[[275,276,273,274].index(key)] + "=1")
elements[1].mecha.orientation=joy[0]*(-3)
for element in elements:
element.mecha.apply_gravity([element.mecha for element in elements])
element.mecha.apply_forces([element.mecha for element in elements])
for element in elements:
element.mecha.tick()
ori,speed=origin=elements[0].mecha.pos, elements[0].mecha.speed
ori,speed=origin=np.array(elements[0].mecha.pos), np.array(elements[0].mecha.speed)
for element in elements:
element.mecha.ref(origin=ori, speed=speed)
if i < 2:
while 10**(joy[1]*0.05) > max(size)/60:
joy[1] -= 1
while 10**(joy[1]*0.05) < 0.08 :
joy[1] += 1
for element in elements:
element.draw(scale=10**(joy[1]*0.05), reference=elements[reference].mecha.pos, size=screen.get_size())
pygame.display.flip()
@ -116,4 +124,4 @@ if __name__ == "__main__":
# element.apply(camera=camera, origin=origin)
# screen.blit(element.image, element.position)
time.sleep(0.001)
if tick[2]%60 == 0 : print(elements[2].mecha.pos, elements[2].mecha.speed)
#if tick[2]%60 == 0 : print(elements[2].mecha.pos, elements[2].mecha.speed)