secotr timing with poor code, could've done better probably

This commit is contained in:
SowinskiBraeden committed 2023-06-05 08:35:58 -07:00
1 parent b775a4b23d
commit 135634e25a
6 files changed
+73 -20

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+62 -11
View File
@@ -2,9 +2,10 @@
import pygame
from models import Car, Background, Track
from util import load_image, limit
import time
class Window:
def __init__(self, caption, size):
def __init__(self, caption, size) -> None:
self.caption = caption
self.size = size
self.background = Background('track.jpg', [0, 0], size)
@@ -17,18 +18,30 @@ class Window:
self.track = Track('track_mask.png', [0, 0], size)
self.car = Car(880, 300)
def main_loop(self):
self.sectors = {i: Track(f'sector_{i}.png', [0,0], size) for i in range(1, 4)}
self.last_sector = 3
self.sector = 3
self.fastestLap = 0
self.startTime = None
self.sectorStart = None
self.sectorEnd = None
self.sector_times = {i: 0 for i in range(1, 4)}
self.lapTime = 0
self.lapTimeValid = True
def main_loop(self) -> None:
self.running = True
while self.running:
self._handle_input()
self._process_game_logic()
self._draw()
def _init_pygame(self):
def _init_pygame(self) -> None:
pygame.init()
pygame.display.set_caption(self.caption)
def _handle_input(self):
def _handle_input(self) -> None:
for event in pygame.event.get():
if event.type == pygame.QUIT or (
event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE
@@ -48,16 +61,54 @@ class Window:
if pressed[pygame.K_LEFT] and round(self.car.speed, 2) > 0.55: self.car.angle += a
if pressed[pygame.K_RIGHT] and round(self.car.speed, 2) > 0.55: self.car.angle -= a
def _process_game_logic(self):
self.car.update()
self.track.detectCar(self.car)
def _process_game_logic(self) -> None:
t = time.time()
# if self.startTime != None: print(round(t - self.startTime, 3))
def _draw(self):
self.car.update()
onTrack = self.track.detectCar(self.car)
if not onTrack:
self.lapTimeValid = False
prev_sector = self.sector
for i in range(1, 4): self.sector = i if self.sectors[i].detectCar(self.car) else self.sector
self.last_sector = prev_sector if prev_sector != self.sector else self.last_sector
if self.sector != prev_sector:
if (self.last_sector == 1 and self.sector == 3) or (self.last_sector == 2 and self.sector == 1): self.lapTimeValid = False
print('Now in sector ', self.sector, ' Last sector was', self.last_sector)
if self.sector == 1 and self.last_sector == 3 and self.startTime != None and prev_sector != self.sector:
self.sectorEnd = time.time()
self.lapTime = round(self.sectorEnd - self.startTime, 3)
self.startTime = self.sectorEnd
self.sector_times[self.last_sector] = round(self.sectorEnd - self.sectorStart, 3)
print(f"Sector {self.last_sector}: {self.sector_times[self.last_sector]}")
valid = "" if self.lapTimeValid else "( Invalid )"
self.lapTimeValid = True
print(f"Lap Time: {self.lapTime} {valid}")
if self.sector == 2 and self.last_sector == 1 and prev_sector != self.sector:
self.sectorEnd = time.time()
self.sector_times[self.last_sector] = round(self.sectorEnd - self.sectorStart, 3)
self.sectorStart = self.sectorEnd
print(f"Sector {self.last_sector}: {self.sector_times[self.last_sector]}")
if self.sector == 3 and self.last_sector == 2 and prev_sector != self.sector:
self.sectorEnd = time.time()
self.sector_times[self.last_sector] = round(self.sectorEnd - self.sectorStart, 3)
self.sectorStart = self.sectorEnd
print(f"Sector {self.last_sector}: {self.sector_times[self.last_sector]}")
if self.sector == 1 and self.last_sector == 3 and self.startTime == None:
self.startTime = time.time()
self.sectorStart = self.startTime
def _draw(self) -> None:
self.screen.fill((0, 0, 0))
self.background.draw(self.screen)
# ---- debug mask ----
# self.screen.blit(self.track.mask_image, (0, 0))
# self.screen.blit(self.car.mask_image, self.car.mask_rect)
self.track.draw(self.screen)
self.car.draw(self.screen)
pygame.display.flip()
self.clock.tick(60)
+11 -9
View File
@@ -5,18 +5,18 @@ from util import load_image
import math
class Background(sprite.Sprite):
def __init__(self, filename, location, size):
def __init__(self, filename, location, size) -> None:
super().__init__()
self.image = load_image(filename)
self.image = scale(self.image, size)
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
def draw(self, window):
def draw(self, window) -> None:
window.blit(self.image, self.rect)
class Car:
def __init__(self, x, y):
def __init__(self, x, y) -> None:
# Load image and set to scale
img = load_image('car.png')
img = rotate(img, 90)
@@ -38,11 +38,11 @@ class Car:
self.angle = 180
self.speed = 0
def update(self):
def update(self) -> None:
self.x -= self.speed * math.sin(math.radians(self.angle))
self.y -= self.speed * math.cos(math.radians(-self.angle))
def draw(self, window):
def draw(self, window) -> None:
self.rect.topleft = (int(self.x), int(self.y))
rotated = rotate(self.surface, self.angle)
surface_rect = self.surface.get_rect(topleft = self.rect.topleft)
@@ -54,7 +54,7 @@ class Car:
self.mask_rect = self.mask_image.get_rect(center = surface_rect.center)
class Track:
def __init__(self, filename, location, size):
def __init__(self, filename, location, size) -> None:
self.image = load_image(filename).convert_alpha()
self.image = scale(self.image, size)
self.rect = self.image.get_rect()
@@ -63,6 +63,8 @@ class Track:
self.mask = mask.from_surface(self.image)
self.mask_image = self.mask.to_surface()
def detectCar(self, car: Car):
if not self.mask.overlap(car.mask, (car.x, car.y)):
pass
def draw(self, window) -> None:
window.blit(self.image, self.rect)
def detectCar(self, car: Car) -> bool:
return self.mask.overlap(car.mask, (car.x, car.y))
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