Drive Cars Down A Hill Script -

# Initialize Pygame pygame.init() WIDTH, HEIGHT = 800, 600 screen = pygame.display.set_mode((WIDTH, HEIGHT)) clock = pygame.time.Clock()

pygame.display.flip() clock.tick(60)

def drive_force(self): # Apply force along car's forward direction angle = self.body.angle force_magnitude = 20000 force = (force_magnitude * pygame.math.Vector2(1, 0).rotate_rad(angle).x, force_magnitude * pygame.math.Vector2(1, 0).rotate_rad(angle).y) self.body.apply_force_at_local_point(force, (0, 0)) drive cars down a hill script

# Car class class Car: def __init__(self, x, y): self.body = pymunk.Body(10, pymunk.moment_for_box(10, (30, 20))) self.body.position = x, y self.shape = pymunk.Poly.create_box(self.body, (30, 20)) self.shape.friction = 0.7 self.shape.elasticity = 0.4 space.add(self.body, self.shape) self.color = (random.randint(50, 255), random.randint(50, 255), random.randint(50, 255))

import pymunk import pymunk.pygame_util import pygame import sys import random # Initialize Pygame pygame

def brake(self): # Simple damping self.body.velocity = self.body.velocity * 0.98

# Main loop running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: cars.append(Car(80, 480)) # Initialize Pygame pygame.init() WIDTH

# Control each car for i, car in enumerate(cars): # Apply driving force based on key press (1,2,3 for car1,car2,car3) if pygame.key.get_pressed()[getattr(pygame, f'K_{i+1}')]: car.drive_force() if pygame.key.get_pressed()[getattr(pygame, f'K_{i+1}')] == False: car.brake()

Close