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- import pygame
- # pygame setup
- pygame.init()
- screen = pygame.display.set_mode((1280, 720))
- clock = pygame.time.Clock()
- running = True
- dt = 0
- force_coef = 20
- player_applied_force = pygame.Vector2(0, 0)
- player_mass = 1
- player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
- player_speed = pygame.Vector2(0, 0)
- raketa_original = pygame.image.load("raketa.png").convert_alpha()
- raketa = pygame.transform.scale(raketa_original, (raketa_original.get_width() // 3, raketa_original.get_height() // 3))
- def draw_arrow(surface, color, start, end, width=3):
- pygame.draw.line(surface, color, start, end, width)
- direction = (end - start).normalize()
- arrow_size = 10
- perpendicular = pygame.Vector2(-direction.y, direction.x)
- point1 = end - direction * arrow_size + perpendicular * arrow_size / 2
- point2 = end - direction * arrow_size - perpendicular * arrow_size / 2
- pygame.draw.polygon(surface, color, [end, point1, point2])
- def rescale_rocket(raketa, speed):
- scale_factor = 1 + player_speed.length() * 0.01
- raketa_w, raketa_h = raketa.get_size()
- raketa_w *= scale_factor
- raketa_h /= scale_factor
- scaled_raketa = pygame.transform.scale(raketa, (raketa_h, raketa_w))
- return scaled_raketa
- while running:
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- running = False
- screen.fill("purple")
- angle = player_speed.angle_to(pygame.Vector2(0, -1))
- scaled_raketa = rescale_rocket(raketa, player_speed)
- rotated_raketa = pygame.transform.rotate(scaled_raketa, angle)
- raketa_rect = rotated_raketa.get_rect(center=player_pos)
- screen.blit(rotated_raketa, raketa_rect)
- player_applied_force = pygame.Vector2(0, 0)
- keys = pygame.key.get_pressed()
- if keys[pygame.K_w]:
- player_applied_force.y -= force_coef
- if keys[pygame.K_s]:
- player_applied_force.y += force_coef
- if keys[pygame.K_a]:
- player_applied_force.x -= force_coef
- if keys[pygame.K_d]:
- player_applied_force.x += force_coef
- if player_applied_force.length() > 0:
- player_applied_force.scale_to_length(force_coef)
- acceleration = player_applied_force / player_mass
- player_speed += acceleration * dt
- player_pos += player_speed * dt
- # Draw force arrow
- if player_applied_force.length() > 0:
- arrow_end = player_pos + player_applied_force * 2
- draw_arrow(screen, "yellow", player_pos, arrow_end)
- # Draw speed arrow
- if player_speed.length() > 0:
- arrow_end = player_pos + player_speed * 2
- draw_arrow(screen, "cyan", player_pos, arrow_end)
- pygame.display.flip()
- dt = clock.tick(60) / 1000
- pygame.quit()
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