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# tk_3d_car_racing.py

Dec 12th, 2022
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  1. # tk_3d_car_racing.py ZZZ
  2.  
  3. import tkinter as tk
  4. from math import *
  5. from random import *
  6.  
  7. # create a tkinter root
  8. root = tk.Tk()
  9.  
  10. # create a canvas
  11. canvas = tk.Canvas(root, width=1200, height=600, bg="black")
  12. canvas.pack()
  13.  
  14. # create a track
  15. track = canvas.create_polygon(100, 100, 200, 50, 300, 100, fill="gray")
  16.  
  17. # create a car
  18. car = canvas.create_rectangle(50, 50, 100, 100, fill="red")
  19.  
  20. # set initial position and direction of car
  21. x = 300
  22. y = 300
  23. direction = 0
  24.  
  25. # distance traveled
  26. distance = 0
  27.  
  28. # set initial speed of car
  29. speed = 0
  30.  
  31. # create a car
  32. car_x = 0
  33. car_y = 0
  34. car_z = 0
  35. car_direction = 0
  36. car_speed = 0
  37.  
  38. # create a game loop
  39. def game_loop():
  40.     global x, y, direction, speed
  41.  
  42.     # accelerate the car if the up arrow is pressed
  43.     if canvas.keys[tk.K_UP]:
  44.         speed += 0.1
  45.  
  46.     # decelerate the car if the down arrow is pressed
  47.     if canvas.keys[tk.K_DOWN]:
  48.         speed -= 0.1
  49.  
  50.     # turn the car left if the left arrow is pressed
  51.     if canvas.keys[tk.K_LEFT]:
  52.         direction -= 10
  53.  
  54.     # turn the car right if the right arrow is pressed
  55.     if canvas.keys[tk.K_RIGHT]:
  56.         direction += 10
  57.  
  58.     # move the car in the direction it is facing
  59.     x += speed * cos(radians(direction))
  60.     y += speed * sin(radians(direction))
  61.  
  62.     # update the distance traveled
  63.     distance += speed
  64.  
  65.     # update the position of the car on the canvas
  66.     canvas.coords(car, x, y, x + 50, y + 50)
  67.  
  68.     # update the game state
  69.     root.after(1, game_loop)
  70.  
  71. # start the game loop
  72. game_loop()
  73.  
  74. # bind the canvas to the key press and release events
  75. canvas.bind("<KeyPress>", game_loop)
  76. canvas.bind("<KeyRelease>", game_loop)
  77.  
  78. # create a track
  79. track_points = [
  80.     (100, 100, 0),   # segment 1
  81.     (200, 50, 0),
  82.     (300, 100, 0),
  83.     (400, 50, 0),   # segment 2
  84.     (500, 100, 0),
  85.     (600, 50, 0),   # segment 3
  86.     (700, 100, 0),
  87.     (800, 50, 0)
  88. ]
  89.  
  90. # create a function to project a 3D point onto the screen
  91. def project_3d_point(point):
  92.     x, y, z = point
  93.  
  94.     # calculate the position of the point on the screen
  95.     screen_x = x - camera_x
  96.     screen_y = y - camera_y
  97.     screen_z = z - camera_z
  98.  
  99.     # apply 3D projection to the point
  100.     projected_x = screen_x * camera_fov / screen_z
  101.     projected_y = screen_y * camera_fov / screen_z
  102.  
  103.     return projected_x, projected_y
  104.  
  105. # create a camera
  106. camera_x = 0
  107. camera_y = 0
  108. camera_z = -100
  109. camera_fov = 300
  110.  
  111. track_segments = []
  112.  
  113. for i in range(len(track_points) - 1):
  114.     segment = [
  115.         project_3d_point(track_points[i]),
  116.         project_3d_point(track_points[i + 1])
  117.     ]
  118.     track_segments.append(segment)
  119.  
  120. create a function to draw the track on the screen
  121. def draw_track():
  122. # loop through each segment of the track
  123. for segment in track_segments:
  124. x1, y1 = segment[0]
  125. x2, y2 = segment[1]
  126.  
  127.  
  128.     # draw the segment on the screen
  129.     canvas.create_line(x1, y1, x2, y2, fill="gray")
  130. draw the track on the screen
  131. draw_track()
  132.  
  133. update the camera position and direction
  134. camera_x += car_speed * cos(radians(car_direction))
  135. camera_y += car_speed * sin(radians(car_direction))
  136.  
  137. redraw the track to update the camera view
  138. canvas.delete("all")
  139. draw_track()
  140. canvas.coords(car, car_x, car_y, car_x + 50, car_y + 50)
  141.  
  142. add some obstacles to the track
  143. obstacles = [
  144. (200, 0, 100), # obstacle 1
  145. (400, 0, 150), # obstacle 2
  146. (600, 0, 50) # obstacle 3
  147. ]
  148.  
  149. create a function to detect collisions between the car and an obstacle
  150. def detect_collision(car_x, car_y, car_z, obstacle):
  151. x, y, z = obstacle
  152.  
  153.  
  154. # calculate the distance between the car and the obstacle
  155. distance = sqrt((x - car_x)**2 + (y - car_y)**2 + (z - car_z)**2)
  156.  
  157. # check if the distance is less than the collision radius
  158. if distance < 25:
  159.     return True
  160.  
  161. return False
  162. create a function to handle collisions
  163. def handle_collision():
  164. # stop the car
  165. car_speed = 0
  166.  
  167.  
  168. # show a message on the screen
  169. canvas.create_text(600, 300, text="Collision!", fill="white")
  170. create a function to update the game state
  171. def update_game_state():
  172.  
  173. ... to be continued...
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