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import pygame
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import math
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# Initialize the game
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pygame.init()
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screen = pygame.display.set_mode((800, 600))
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clock = pygame.time.Clock()
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# Colors
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WHITE = (255, 255, 255)
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BLACK = (0, 0, 0)
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RED = (255, 0, 0)
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# Car class
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class Car:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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self.angle = 0
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self.speed = 0
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def update(self):
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self.x += self.speed * math.cos(math.radians(self.angle))
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self.y -= self.speed * math.sin(math.radians(self.angle))
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def draw(self):
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car_rect = pygame.Rect(0, 0, 40, 20)
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rotated_car = pygame.transform.rotate(pygame.Surface((40, 20)), -self.angle)
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rotated_car.fill(RED)
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rect = rotated_car.get_rect(center=(self.x, self.y))
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screen.blit(rotated_car, rect.topleft)
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# Loopty Doop class
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class LooptyDoop:
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def __init__(self, x, y, radius):
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self.x = x
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self.y = y
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self.radius = radius
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def draw(self):
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pygame.draw.circle(screen, WHITE, (self.x, self.y), self.radius, 2)
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# Initialize car and loopty doops
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car = Car(400, 300)
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loopty_doops = [
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LooptyDoop(200, 300, 100),
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LooptyDoop(400, 300, 150),
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LooptyDoop(600, 300, 100)
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]
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# Game loop
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running = True
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while running:
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screen.fill(BLACK)
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# Event handling
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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# Movement handling
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keys = pygame.key.get_pressed()
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if keys[pygame.K_UP]:
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car.speed = 5
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elif keys[pygame.K_DOWN]:
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car.speed = -5
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else:
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car.speed = 0
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if keys[pygame.K_LEFT]:
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car.angle += 5
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if keys[pygame.K_RIGHT]:
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car.angle -= 5
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# Update and draw car
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car.update()
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car.draw()
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# Draw loopty doops
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for loopty_doop in loopty_doops:
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loopty_doop.draw()
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# Update the display
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pygame.display.flip()
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clock.tick(60)
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pygame.quit()
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