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 <[email protected]>

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

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