# 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()
def brake(self): # Simple damping self.body.velocity = self.body.velocity * 0.98
for i in range(len(hill_points)-1): segment = pymunk.Segment(space.static_body, hill_points[i], hill_points[i+1], 2) segment.friction = 0.8 segment.elasticity = 0.5 space.add(segment)
# Draw screen.fill((255, 255, 255)) space.debug_draw(draw_options) for car in cars: car.draw(screen)
import pymunk import pymunk.pygame_util import pygame import sys import random
def draw(self, screen): # Rotate car shape points = self.shape.get_vertices() rotated = [p.rotated(self.body.angle) + self.body.position for p in points] pygame.draw.polygon(screen, self.color, [tuple(p) for p in rotated])
# Initialize Pygame pygame.init() WIDTH, HEIGHT = 800, 600 screen = pygame.display.set_mode((WIDTH, HEIGHT)) clock = pygame.time.Clock()