Re: [pygame] car game mechanics

2011-09-01 Thread Christopher Night
On Tue, Aug 30, 2011 at 10:33 AM, Joe Ranalli  wrote:

> The article that Nathan linked does provide a method for more complex
> treatment of a car.  Instead of treating the car as simply rotating about
> its center, they're accounting for the fact that a real car steers using its
> front wheels while the back wheels are fixed.  Even implementing that
> approach in python using Nathans current programming method would cause
> unrealistic behavior due to similar rounding and transformation size errors
> .


I read that article and I think I found a problem with the algorithm it
presents. If you try to implement that algorithm and it gives you bad
results, check out the comment that I left there.

-Christopher


[pygame] Re : [pygame] car game mechanics

2011-08-31 Thread nathan.o...@gmail.com
So i think i can use this tread to ask new question concerning game car 
development. First of all, since our last discussion i was able to make the car 
moving  ( thanks to you ) and i added à scrolling process so know i can already 
drive my little car around the world.

So now it s time for collision part. I managed handling car going out of the 
road by using pygame.mask module. It works pretty well. However i would like to 
dispatch fix obstacles. To manage this i thought to use a second mask but it s 
à bit tricky since i only have.the center position of the car ( regarding the 
code i joined ) but i want to check if the 4 points/pixels representing the 4 
edges of the car. So i ll need to determinate those points with the center pos? 
And what about the rotation? So i think i could do it but i want to know how 
you would solve this? Is there à better way to do? Simpler? Assuming my map is 
just à simple bmp, my idea was to deal with collision only with mask.

Thanks.

- Reply message -
De : "Joe Ranalli" 
Pour : 
Objet : [pygame] car game mechanics
Date : mar., août 30, 2011 16:33
Just to add one point, the math Nathan is concerned about is technically sound 
for basic sprite behavior.  The issue causing dramatically unrealistic behavior 
is something caused by the implementation of it.  Specifically that 
numerically, some of the values are being rounded to the nearest integer, which 
you don't want to happen for realistic movement.


The article that Nathan linked does provide a method for more complex treatment 
of a car.  Instead of treating the car as simply rotating about its center, 
they're accounting for the fact that a real car steers using its front wheels 
while the back wheels are fixed.  Even implementing that approach in python 
using Nathans current programming method would cause unrealistic behavior due 
to similar rounding and transformation size errors .


On Tue, Aug 30, 2011 at 10:22 AM, Christopher Night  
wrote:

Three things you can do to make this more realistic.

1. use self.angle as the argument to pygame.transform.rotate instead of a_deg, 
as Joe suggested.

2. use separate variables to keep the car's position. Don't store it in 
self.rect.center. This is because rect positions are coerced to ints, so if 
your car should be moving 0.5 pixels per frame to the right, this will be 
rounded down to 0.




3. update self.rect after you transform. This is because the rotated image 
doesn't have the same size as the original image, so its center will be offset. 
Also, your second argument to screen.blit should be self.rect, not 
self.rect.center. (If you pass it a position like self.rect.center, it will use 
that as the upper-left position of the blitted rect.




I modified your file to have this in your init method:
    self.x, self.y = SCREEN_SIZE_X/2, SCREEN_SIZE_Y - 
self.rect.height * 2




this in your update:

    #rotate the car
    self.sprite = pygame.transform.rotate(self.original, self.angle 
* -1)
    self.rect = self.sprite.get_rect(center = self.rect.center)
 #move the car


    self.x += speedx    self.y += speedy


        self.rect = self.sprite.get_rect()
    self.rect.center = self.x, self.y

and this in your draw:



    screen.blit(self.sprite, self.rect)

And it looked much better to me. Let me know what you think.

-Christopher




On Tue, Aug 30, 2011 at 5:46 AM, Nathan BIAGINI  wrote:



Hi,

i'm trying to write a car game and i have decided to start by the movement 
part. I calculate the X and Y components of the car and update his position by 
increasing the current one with the two new components. The two components 
depend of the orientation of the car, managed by the right and left arrow : 






speedx = math.sin(self.angle * (math.pi/180)) * SPEED
speedy = math.cos(self.angle * (math.pi/180)) * SPEED * -1





Where SPEED is a constant and self.angle a int representing the orientation. I 
don't know if this is the best way because, the car speed depends of his 
orientation. Increasing the self.angle value will increase the components, this 
is not suitable for a car game i think.





I have another problem with the car movement. Each time the orientation change, 
i would like to rotate the car in the right direction. I thought to do 
something like that :





a_rad = math.asin(speedx/SPEED)
a_deg = math.degrees(a_rad)  self.sprite = 
pygame.transform.rotate(self.original, a_deg * -1)




self.rect = self.sprite.get_rect(center = self.rect.center)

It does not work properly, this way, my car can't rotate over 90° because of 
the speedx values.

Here is my code :

http://pastebin.com/VJgQRtYq





and the sprite i use for the car is joined.

Thanks for reading me.

Re: [pygame] car game mechanics

2011-08-30 Thread Christopher Night
Oops. I realize I missed the line where you are updating self.rect after
calling transform. I shouldn't have put it in there again. The bit I posted
from the update method should only have read:

#move the car
self.x += speedx
self.y += speedy

#rotate the car
self.sprite = pygame.transform.rotate(self.original,
self.angle * -1)
self.rect = self.sprite.get_rect(center = (self.x, self.y))

Sorry for the confusion!

-Christopher

On Tue, Aug 30, 2011 at 10:22 AM, Christopher Night
wrote:

> Three things you can do to make this more realistic.
>
> 1. use self.angle as the argument to pygame.transform.rotate instead of
> a_deg, as Joe suggested.
>
> 2. use separate variables to keep the car's position. Don't store it in
> self.rect.center. This is because rect positions are coerced to ints, so if
> your car should be moving 0.5 pixels per frame to the right, this will be
> rounded down to 0.
>
> 3. update self.rect after you transform. This is because the rotated image
> doesn't have the same size as the original image, so its center will be
> offset. Also, your second argument to screen.blit should be self.rect, not
> self.rect.center. (If you pass it a position like self.rect.center, it will
> use that as the upper-left position of the blitted rect.
>
> I modified your file to have this in your init method:
>
> self.x, self.y = SCREEN_SIZE_X/2, SCREEN_SIZE_Y -
> self.rect.height * 2
>
> this in your update:
>
> #rotate the car
> self.sprite = pygame.transform.rotate(self.original,
> self.angle * -1)
> self.rect = self.sprite.get_rect(center = self.rect.center)
>
>
> #move the car
> self.x += speedx
> self.y += speedy
>
> self.rect = self.sprite.get_rect()
> self.rect.center = self.x, self.y
>
> and this in your draw:
>
> screen.blit(self.sprite, self.rect)
>
> And it looked much better to me. Let me know what you think.
>
> -Christopher
>
>
> On Tue, Aug 30, 2011 at 5:46 AM, Nathan BIAGINI wrote:
>
>> Hi,
>>
>> i'm trying to write a car game and i have decided to start by the movement
>> part. I calculate the X and Y components of the car and update his position
>> by increasing the current one with the two new components. The two
>> components depend of the orientation of the car, managed by the right and
>> left arrow :
>>
>>
>> speedx = math.sin(self.angle * (math.pi/180)) * SPEED
>>> speedy = math.cos(self.angle * (math.pi/180)) * SPEED * -1
>>>
>>
>> Where SPEED is a constant and self.angle a int representing the
>> orientation. I don't know if this is the best way because, the car speed
>> depends of his orientation. Increasing the self.angle value will increase
>> the components, this is not suitable for a car game i think.
>>
>> I have another problem with the car movement. Each time the orientation
>> change, i would like to rotate the car in the right direction. I thought to
>> do something like that :
>>
>> a_rad = math.asin(speedx/SPEED)
>>> a_deg = math.degrees(a_rad)
>>
>> self.sprite = pygame.transform.rotate(self.original, a_deg * -1)
>>> self.rect = self.sprite.get_rect(center = self.rect.center)
>>>
>>
>> It does not work properly, this way, my car can't rotate over 90° because
>> of the speedx values.
>>
>> Here is my code :
>>
>> http://pastebin.com/VJgQRtYq
>>
>> and the sprite i use for the car is joined.
>>
>> Thanks for reading me.
>>
>
>


Re: [pygame] car game mechanics

2011-08-30 Thread Joe Ranalli
Just to add one point, the math Nathan is concerned about is technically
sound for basic sprite behavior.  The issue causing dramatically unrealistic
behavior is something caused by the implementation of it.  Specifically that
numerically, some of the values are being rounded to the nearest integer,
which you don't want to happen for realistic movement.

The article that Nathan linked does provide a method for more complex
treatment of a car.  Instead of treating the car as simply rotating about
its center, they're accounting for the fact that a real car steers using its
front wheels while the back wheels are fixed.  Even implementing that
approach in python using Nathans current programming method would cause
unrealistic behavior due to similar rounding and transformation size errors
.

On Tue, Aug 30, 2011 at 10:22 AM, Christopher Night
wrote:

> Three things you can do to make this more realistic.
>
> 1. use self.angle as the argument to pygame.transform.rotate instead of
> a_deg, as Joe suggested.
>
> 2. use separate variables to keep the car's position. Don't store it in
> self.rect.center. This is because rect positions are coerced to ints, so if
> your car should be moving 0.5 pixels per frame to the right, this will be
> rounded down to 0.
>
> 3. update self.rect after you transform. This is because the rotated image
> doesn't have the same size as the original image, so its center will be
> offset. Also, your second argument to screen.blit should be self.rect, not
> self.rect.center. (If you pass it a position like self.rect.center, it will
> use that as the upper-left position of the blitted rect.
>
> I modified your file to have this in your init method:
>
> self.x, self.y = SCREEN_SIZE_X/2, SCREEN_SIZE_Y -
> self.rect.height * 2
>
> this in your update:
>
> #rotate the car
> self.sprite = pygame.transform.rotate(self.original,
> self.angle * -1)
> self.rect = self.sprite.get_rect(center = self.rect.center)
>
>
> #move the car
> self.x += speedx
> self.y += speedy
>
> self.rect = self.sprite.get_rect()
> self.rect.center = self.x, self.y
>
> and this in your draw:
>
> screen.blit(self.sprite, self.rect)
>
> And it looked much better to me. Let me know what you think.
>
> -Christopher
>
>
> On Tue, Aug 30, 2011 at 5:46 AM, Nathan BIAGINI wrote:
>
>> Hi,
>>
>> i'm trying to write a car game and i have decided to start by the movement
>> part. I calculate the X and Y components of the car and update his position
>> by increasing the current one with the two new components. The two
>> components depend of the orientation of the car, managed by the right and
>> left arrow :
>>
>>
>> speedx = math.sin(self.angle * (math.pi/180)) * SPEED
>>> speedy = math.cos(self.angle * (math.pi/180)) * SPEED * -1
>>>
>>
>> Where SPEED is a constant and self.angle a int representing the
>> orientation. I don't know if this is the best way because, the car speed
>> depends of his orientation. Increasing the self.angle value will increase
>> the components, this is not suitable for a car game i think.
>>
>> I have another problem with the car movement. Each time the orientation
>> change, i would like to rotate the car in the right direction. I thought to
>> do something like that :
>>
>> a_rad = math.asin(speedx/SPEED)
>>> a_deg = math.degrees(a_rad)
>>
>> self.sprite = pygame.transform.rotate(self.original, a_deg * -1)
>>> self.rect = self.sprite.get_rect(center = self.rect.center)
>>>
>>
>> It does not work properly, this way, my car can't rotate over 90° because
>> of the speedx values.
>>
>> Here is my code :
>>
>> http://pastebin.com/VJgQRtYq
>>
>> and the sprite i use for the car is joined.
>>
>> Thanks for reading me.
>>
>
>


Re: [pygame] car game mechanics

2011-08-30 Thread Nathan BIAGINI
Yeah actually this is great!

Thanks all for your help. I'll try go ahead and go to the next step. :)

2011/8/30 Christopher Night 

> Three things you can do to make this more realistic.
>
> 1. use self.angle as the argument to pygame.transform.rotate instead of
> a_deg, as Joe suggested.
>
> 2. use separate variables to keep the car's position. Don't store it in
> self.rect.center. This is because rect positions are coerced to ints, so if
> your car should be moving 0.5 pixels per frame to the right, this will be
> rounded down to 0.
>
> 3. update self.rect after you transform. This is because the rotated image
> doesn't have the same size as the original image, so its center will be
> offset. Also, your second argument to screen.blit should be self.rect, not
> self.rect.center. (If you pass it a position like self.rect.center, it will
> use that as the upper-left position of the blitted rect.
>
> I modified your file to have this in your init method:
>
> self.x, self.y = SCREEN_SIZE_X/2, SCREEN_SIZE_Y -
> self.rect.height * 2
>
> this in your update:
>
> #rotate the car
> self.sprite = pygame.transform.rotate(self.original,
> self.angle * -1)
> self.rect = self.sprite.get_rect(center = self.rect.center)
>
>
> #move the car
> self.x += speedx
> self.y += speedy
>
> self.rect = self.sprite.get_rect()
> self.rect.center = self.x, self.y
>
> and this in your draw:
>
> screen.blit(self.sprite, self.rect)
>
> And it looked much better to me. Let me know what you think.
>
> -Christopher
>
>
> On Tue, Aug 30, 2011 at 5:46 AM, Nathan BIAGINI wrote:
>
>> Hi,
>>
>> i'm trying to write a car game and i have decided to start by the movement
>> part. I calculate the X and Y components of the car and update his position
>> by increasing the current one with the two new components. The two
>> components depend of the orientation of the car, managed by the right and
>> left arrow :
>>
>>
>> speedx = math.sin(self.angle * (math.pi/180)) * SPEED
>>> speedy = math.cos(self.angle * (math.pi/180)) * SPEED * -1
>>>
>>
>> Where SPEED is a constant and self.angle a int representing the
>> orientation. I don't know if this is the best way because, the car speed
>> depends of his orientation. Increasing the self.angle value will increase
>> the components, this is not suitable for a car game i think.
>>
>> I have another problem with the car movement. Each time the orientation
>> change, i would like to rotate the car in the right direction. I thought to
>> do something like that :
>>
>> a_rad = math.asin(speedx/SPEED)
>>> a_deg = math.degrees(a_rad)
>>
>> self.sprite = pygame.transform.rotate(self.original, a_deg * -1)
>>> self.rect = self.sprite.get_rect(center = self.rect.center)
>>>
>>
>> It does not work properly, this way, my car can't rotate over 90° because
>> of the speedx values.
>>
>> Here is my code :
>>
>> http://pastebin.com/VJgQRtYq
>>
>> and the sprite i use for the car is joined.
>>
>> Thanks for reading me.
>>
>
>


Re: [pygame] car game mechanics

2011-08-30 Thread Christopher Night
Three things you can do to make this more realistic.

1. use self.angle as the argument to pygame.transform.rotate instead of
a_deg, as Joe suggested.

2. use separate variables to keep the car's position. Don't store it in
self.rect.center. This is because rect positions are coerced to ints, so if
your car should be moving 0.5 pixels per frame to the right, this will be
rounded down to 0.

3. update self.rect after you transform. This is because the rotated image
doesn't have the same size as the original image, so its center will be
offset. Also, your second argument to screen.blit should be self.rect, not
self.rect.center. (If you pass it a position like self.rect.center, it will
use that as the upper-left position of the blitted rect.

I modified your file to have this in your init method:

self.x, self.y = SCREEN_SIZE_X/2, SCREEN_SIZE_Y -
self.rect.height * 2

this in your update:

#rotate the car
self.sprite = pygame.transform.rotate(self.original,
self.angle * -1)
self.rect = self.sprite.get_rect(center = self.rect.center)

#move the car
self.x += speedx
self.y += speedy

self.rect = self.sprite.get_rect()
self.rect.center = self.x, self.y

and this in your draw:

screen.blit(self.sprite, self.rect)

And it looked much better to me. Let me know what you think.

-Christopher

On Tue, Aug 30, 2011 at 5:46 AM, Nathan BIAGINI wrote:

> Hi,
>
> i'm trying to write a car game and i have decided to start by the movement
> part. I calculate the X and Y components of the car and update his position
> by increasing the current one with the two new components. The two
> components depend of the orientation of the car, managed by the right and
> left arrow :
>
>
> speedx = math.sin(self.angle * (math.pi/180)) * SPEED
>> speedy = math.cos(self.angle * (math.pi/180)) * SPEED * -1
>>
>
> Where SPEED is a constant and self.angle a int representing the
> orientation. I don't know if this is the best way because, the car speed
> depends of his orientation. Increasing the self.angle value will increase
> the components, this is not suitable for a car game i think.
>
> I have another problem with the car movement. Each time the orientation
> change, i would like to rotate the car in the right direction. I thought to
> do something like that :
>
> a_rad = math.asin(speedx/SPEED)
>> a_deg = math.degrees(a_rad)
>
> self.sprite = pygame.transform.rotate(self.original, a_deg * -1)
>> self.rect = self.sprite.get_rect(center = self.rect.center)
>>
>
> It does not work properly, this way, my car can't rotate over 90° because
> of the speedx values.
>
> Here is my code :
>
> http://pastebin.com/VJgQRtYq
>
> and the sprite i use for the car is joined.
>
> Thanks for reading me.
>


Re: [pygame] car game mechanics

2011-08-30 Thread Nathan BIAGINI
Yeah indeed it works for the rotation but the movement are not realist at
all the way i did. I found this on the internet :

http://engineeringdotnet.blogspot.com/2010/04/simple-2d-car-physics-in-games.html

it's illustrated by C++ example so i would like to know if there is an
equivalent class to the Vector2 C++ class? Or maybe can i just a numpy array
instead?

2011/8/30 Joe Ranalli 

> You already have self.angle.  Why not just do your transform as a function
> of that?
>
> a_deg = self.angle % 360
>
> sprite = pygame.transform.rotate(self.original, a_deg * -1)
>
> On Tue, Aug 30, 2011 at 7:21 AM, Nathan BIAGINI wrote:
>
>> Doing something like :
>>
>> a_rad = math.atan2(speedy, speedx)
>>
>> ?
>>
>> I can turn 360 degrees yeah but it does not make proper rotation... i ll
>> try to find something on the internet about 2d car physics.
>>
>>
>> 2011/8/30 Weeble 
>>
>>>
>>> On Aug 30, 2011 10:46 AM, "Nathan BIAGINI" 
>>> wrote:
>>>
>>> >> a_rad = math.asin(speedx/SPEED)
>>>
>>> Try math.atan2, feeding it both the x and y components of the velocity.
>>>
>>
>>
>


Re: [pygame] car game mechanics

2011-08-30 Thread Joe Ranalli
You already have self.angle.  Why not just do your transform as a function
of that?

a_deg = self.angle % 360
sprite = pygame.transform.rotate(self.original, a_deg * -1)

On Tue, Aug 30, 2011 at 7:21 AM, Nathan BIAGINI wrote:

> Doing something like :
>
> a_rad = math.atan2(speedy, speedx)
>
> ?
>
> I can turn 360 degrees yeah but it does not make proper rotation... i ll
> try to find something on the internet about 2d car physics.
>
>
> 2011/8/30 Weeble 
>
>>
>> On Aug 30, 2011 10:46 AM, "Nathan BIAGINI"  wrote:
>>
>> >> a_rad = math.asin(speedx/SPEED)
>>
>> Try math.atan2, feeding it both the x and y components of the velocity.
>>
>
>


Re: [pygame] car game mechanics

2011-08-30 Thread Nathan BIAGINI
Doing something like :

a_rad = math.atan2(speedy, speedx)

?

I can turn 360 degrees yeah but it does not make proper rotation... i ll try
to find something on the internet about 2d car physics.

2011/8/30 Weeble 

>
> On Aug 30, 2011 10:46 AM, "Nathan BIAGINI"  wrote:
>
> >> a_rad = math.asin(speedx/SPEED)
>
> Try math.atan2, feeding it both the x and y components of the velocity.
>


Re: [pygame] car game mechanics

2011-08-30 Thread Weeble
On Aug 30, 2011 10:46 AM, "Nathan BIAGINI"  wrote:

>> a_rad = math.asin(speedx/SPEED)

Try math.atan2, feeding it both the x and y components of the velocity.


[pygame] car game mechanics

2011-08-30 Thread Nathan BIAGINI
Hi,

i'm trying to write a car game and i have decided to start by the movement
part. I calculate the X and Y components of the car and update his position
by increasing the current one with the two new components. The two
components depend of the orientation of the car, managed by the right and
left arrow :


speedx = math.sin(self.angle * (math.pi/180)) * SPEED
> speedy = math.cos(self.angle * (math.pi/180)) * SPEED * -1
>

Where SPEED is a constant and self.angle a int representing the orientation.
I don't know if this is the best way because, the car speed depends of his
orientation. Increasing the self.angle value will increase the components,
this is not suitable for a car game i think.

I have another problem with the car movement. Each time the orientation
change, i would like to rotate the car in the right direction. I thought to
do something like that :

a_rad = math.asin(speedx/SPEED)
> a_deg = math.degrees(a_rad)

self.sprite = pygame.transform.rotate(self.original, a_deg * -1)
> self.rect = self.sprite.get_rect(center = self.rect.center)
>

It does not work properly, this way, my car can't rotate over 90° because of
the speedx values.

Here is my code :

http://pastebin.com/VJgQRtYq

and the sprite i use for the car is joined.

Thanks for reading me.
<>