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. >>> >> >> >
