Improved UI
This commit is contained in:
@@ -1,7 +1,7 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<OutputType>WinExe</OutputType>
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<TargetFramework>net10.0</TargetFramework>
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<RootNamespace>Car_simulation</RootNamespace>
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<ImplicitUsings>enable</ImplicitUsings>
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@@ -12,4 +12,10 @@
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<PackageReference Include="SFML.Net" Version="2.6.1" />
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</ItemGroup>
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<ItemGroup>
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<None Update="arial.ttf">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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</ItemGroup>
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</Project>
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@@ -48,6 +48,33 @@ namespace Car_simulation
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InitializeAudio();
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}
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public List<string> GetDisplayData()
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{
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return new List<string>
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{
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$"Engine Energy: {Engine.FlywheelEnergy,7:F0} J",
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$"Engine Torque: {Engine.GetTorqueOutput(),7:F0} Nm",
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$"Engine RPM: {Engine.RPM,7:F0}",
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$"Total Energy: {WheelSystem.TotalEnergy,7:F0} J",
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$" (Wheel Rot: {WheelSystem.GetRotationalEnergy(),7:F0} J)",
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$" (Car Trans: {WheelSystem.GetTranslationalEnergy(),7:F0} J)",
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$"Wheel RPM: {WheelSystem.RPM,7:F0}",
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$"Vehicle: {Speed * 3.6f,7:F1} km/h",
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$"Throttle: {Engine.GetActualThrottle() * 100,6:F1}%",
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$"Power: {Engine.CurrentPower / 1000,6:F1} kW",
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$"Transmitted: {Drivetrain.TransmittedPower / 1000,6:F1} kW",
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$"Brake: {BrakeInput * 100,6:F1}%",
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$"Speed Diff: {Drivetrain.GetSpeedDifferenceRPM(),6:F0} RPM",
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$"Clutch: {ClutchInput * 100,6:F1}% disengaged",
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$"Clutch T: {Drivetrain.ClutchTorque,6:F0} Nm",
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$"Clutch Slip: {Drivetrain.GetClutchSlipPercent(),6:F1}%",
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$"Resistance: {CalculateTotalResistanceForce(),6:F1} N",
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$"Drag: {CalculateDragForce(),6:F1} N",
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$"Rolling: {CalculateRollingResistanceForce(),6:F1} N",
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$"Gear: {Drivetrain.GetCurrentGearName(),3} (Ratio: {Drivetrain.GearRatio:F2}:1)"
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};
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}
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private void InitializeAudio()
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{
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try
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@@ -120,40 +147,15 @@ namespace Car_simulation
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return dragForce + rollingForce;
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}
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private float CalculateDragForce()
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public float CalculateDragForce()
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{
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float speed = Speed;
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return 0.5f * AirDensity * DragCoefficient * FrontalArea * speed * speed;
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}
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private float CalculateRollingResistanceForce()
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public float CalculateRollingResistanceForce()
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{
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return RollingResistanceCoefficient * Mass * 9.81f;
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}
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public void DisplayUpdate()
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{
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Console.SetCursorPosition(0, 0);
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Console.WriteLine($"Engine Energy: {Engine.FlywheelEnergy,7:F0} J");
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Console.WriteLine($"Engine Torque: {Engine.GetTorqueOutput(),7:F0} Nm");
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Console.WriteLine($"Engine RPM: {Engine.RPM,7:F0}");
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Console.WriteLine($"Total Energy: {WheelSystem.TotalEnergy,7:F0} J");
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Console.WriteLine($" (Wheel Rot: {WheelSystem.GetRotationalEnergy(),7:F0} J)");
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Console.WriteLine($" (Car Trans: {WheelSystem.GetTranslationalEnergy(),7:F0} J)");
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Console.WriteLine($"Wheel RPM: {WheelSystem.RPM,7:F0}");
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Console.WriteLine($"Vehicle: {Speed * 3.6f,7:F1} km/h");
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Console.WriteLine($"Throttle: {Engine.GetActualThrottle() * 100,6:F1}%");
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Console.WriteLine($"Power: {Engine.CurrentPower / 1000,6:F1} kW");
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Console.WriteLine($"Transmitted: {Drivetrain.TransmittedPower / 1000,6:F1} kW");
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Console.WriteLine($"Brake: {BrakeInput * 100,6:F1}%");
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Console.WriteLine($"Speed Diff: {Drivetrain.GetSpeedDifferenceRPM(),6:F0} RPM");
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Console.WriteLine($"Clutch: {ClutchInput * 100,6:F1}% disengaged");
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Console.WriteLine($"Clutch T: {Drivetrain.ClutchTorque,6:F0} Nm");
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Console.WriteLine($"Clutch Slip: {Drivetrain.GetClutchSlipPercent(),6:F1}%");
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Console.WriteLine($"Resistance: {CalculateTotalResistanceForce(),6:F1} N");
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Console.WriteLine($"Drag: {CalculateDragForce(),6:F1} N");
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Console.WriteLine($"Rolling: {CalculateRollingResistanceForce(),6:F1} N");
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Console.WriteLine($"Gear: {Drivetrain.GetCurrentGearName(),3} (Ratio: {Drivetrain.GearRatio:F2}:1)");
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}
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}
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}
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@@ -9,7 +9,7 @@ namespace Car_simulation
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// Audio properties - smaller buffer for less latency
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private const uint SAMPLE_RATE = 44100;
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private const ushort CHANNEL_COUNT = 2; // Stereo
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private const float BUFFER_DURATION = 0.01f; // 10ms instead of 50ms!
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private const float BUFFER_DURATION = 0.05f; // 10ms instead of 50ms!
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// Engine sound properties - NO SMOOTHING for instant response
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private volatile float _currentRPM = 800f; // volatile for thread safety
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@@ -44,8 +44,6 @@ namespace Car_simulation
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{
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_harmonicPhases[i] = (float)(_random.NextDouble() * 2 * Math.PI);
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}
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Console.WriteLine($"EngineSound initialized: {BUFFER_DURATION * 1000:F0}ms buffer, {CylinderCount} cylinders");
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}
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// CALL THIS FROM YOUR PHYSICS THREAD - INSTANT UPDATE
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@@ -2,7 +2,8 @@
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using SFML.Window;
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using SFML.Graphics;
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using SFML.System;
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using System.Diagnostics;
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using System.Collections.Generic;
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using System;
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internal class Program
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{
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@@ -10,6 +11,18 @@ internal class Program
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private bool _isRunning = true;
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private RenderWindow _window;
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private Font _font;
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private List<Text> _displayTexts = new List<Text>();
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private RectangleShape _tachometerBackground;
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private RectangleShape _tachometerNeedle;
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private RectangleShape _speedometerBackground;
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private RectangleShape _speedometerNeedle;
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// Colors
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private Color _backgroundColor = new Color(20, 20, 30);
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private Color _textColor = new Color(220, 220, 220);
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private Color _highlightColor = new Color(0, 150, 255);
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private Color _warningColor = new Color(255, 100, 100);
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// Timing for physics
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private Clock _clock = new Clock();
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@@ -28,7 +41,7 @@ internal class Program
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private void Run()
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{
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_window = new RenderWindow(new VideoMode(800, 600), "Car Simulation", Styles.Default);
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_window = new RenderWindow(new VideoMode(1000, 800), "Car Simulation", Styles.Default);
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_window.SetVisible(true);
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_window.SetFramerateLimit(60);
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_window.SetKeyRepeatEnabled(false);
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@@ -37,6 +50,17 @@ internal class Program
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_window.KeyPressed += OnKeyPressed;
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_window.KeyReleased += OnKeyReleased;
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// Load font
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try
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{
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_font = new Font("arial.ttf");
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}
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catch
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{
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_font = new Font("C:/Windows/Fonts/arial.ttf");
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}
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InitializeDisplay();
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InitializeTrackedKeys();
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_clock.Restart();
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@@ -54,14 +78,10 @@ internal class Program
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car.Update(_timePerUpdate.AsSeconds());
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_accumulatedTime -= _timePerUpdate;
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_updateCount++;
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if (_accumulatedTime >= Time.FromSeconds(0.2f))
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{
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_accumulatedTime = _timePerUpdate;
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}
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}
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UpdateDisplay();
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_window.Display();
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UpdatePreviousKeyStates();
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}
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@@ -69,111 +89,238 @@ internal class Program
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Console.WriteLine($"\nSimulation stopped after {_updateCount} updates");
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}
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private void InitializeDisplay()
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{
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// Initialize display texts
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for (int i = 0; i < 30; i++)
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{
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Text text = new Text("", _font, 16);
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text.FillColor = _textColor;
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text.Position = new Vector2f(20, 20 + i * 24);
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_displayTexts.Add(text);
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}
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// Tachometer
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_tachometerBackground = new RectangleShape(new Vector2f(200, 200));
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_tachometerBackground.Position = new Vector2f(700, 50);
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_tachometerBackground.FillColor = new Color(40, 40, 50);
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_tachometerBackground.OutlineThickness = 2;
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_tachometerBackground.OutlineColor = Color.White;
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_tachometerNeedle = new RectangleShape(new Vector2f(80, 4));
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_tachometerNeedle.Position = new Vector2f(800, 150);
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_tachometerNeedle.FillColor = Color.Red;
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_tachometerNeedle.Origin = new Vector2f(70, 2);
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// Speedometer
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_speedometerBackground = new RectangleShape(new Vector2f(200, 200));
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_speedometerBackground.Position = new Vector2f(700, 300);
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_speedometerBackground.FillColor = new Color(40, 40, 50);
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_speedometerBackground.OutlineThickness = 2;
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_speedometerBackground.OutlineColor = Color.White;
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_speedometerNeedle = new RectangleShape(new Vector2f(80, 4));
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_speedometerNeedle.Position = new Vector2f(800, 400);
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_speedometerNeedle.FillColor = Color.Green;
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_speedometerNeedle.Origin = new Vector2f(70, 2);
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}
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private void UpdateDisplay()
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{
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_window.Clear(_backgroundColor);
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UpdateDisplayTexts();
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foreach (var text in _displayTexts)
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{
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if (!string.IsNullOrEmpty(text.DisplayedString))
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_window.Draw(text);
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}
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DrawGauges();
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DrawKeyBindings();
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}
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private void UpdateDisplayTexts()
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{
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// Clear all text
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for (int i = 0; i < _displayTexts.Count; i++)
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{
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_displayTexts[i].DisplayedString = "";
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_displayTexts[i].FillColor = _textColor;
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}
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// Update text - using safe indexing
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int line = 0;
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = "ENGINE";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" RPM: {car.Engine.RPM,7:F0}";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Torque: {car.Engine.GetTorqueOutput(),7:F0} Nm";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Throttle: {car.Engine.GetActualThrottle() * 100,6:F1}%";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Power: {car.Engine.CurrentPower / 1000,6:F1} kW";
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if (line < _displayTexts.Count)
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{
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_displayTexts[line].DisplayedString = $" Status: {(car.Engine.IsRunning ? "RUNNING" : "STALLED")}";
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_displayTexts[line].FillColor = car.Engine.IsRunning ? _textColor : _warningColor;
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line++;
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}
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line++; // Blank line
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = "DRIVETRAIN";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Gear: {car.Drivetrain.GetCurrentGearName(),3} (Ratio: {car.Drivetrain.GearRatio:F2}:1)";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Clutch: {car.ClutchInput * 100,6:F1}% disengaged";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Clutch Torque: {car.Drivetrain.ClutchTorque,6:F0} Nm";
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if (line < _displayTexts.Count)
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{
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_displayTexts[line].DisplayedString = $" Clutch Slip: {car.Drivetrain.GetClutchSlipPercent(),6:F1}%";
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_displayTexts[line].FillColor = car.Drivetrain.GetClutchSlipPercent() > 50 ? _warningColor : _textColor;
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line++;
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}
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Transmitted: {car.Drivetrain.TransmittedPower / 1000,6:F1} kW";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Speed Diff: {car.Drivetrain.GetSpeedDifferenceRPM(),6:F0} RPM";
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line++; // Blank line
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = "VEHICLE";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Speed: {car.Speed * 3.6f,7:F1} km/h";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Wheel RPM: {car.WheelSystem.RPM,7:F0}";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Brake: {car.BrakeInput * 100,6:F1}%";
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line++; // Blank line
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = "FORCES";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Total Resistance: {car.CalculateTotalResistanceForce(),6:F1} N";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Drag: {car.CalculateDragForce(),6:F1} N";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Rolling: {car.CalculateRollingResistanceForce(),6:F1} N";
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line++; // Blank line
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = "ENERGY";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Engine: {car.Engine.FlywheelEnergy,7:F0} J";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Total: {car.WheelSystem.TotalEnergy,7:F0} J";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Wheel Rotation: {car.WheelSystem.GetRotationalEnergy(),7:F0} J";
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if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Car Translation: {car.WheelSystem.GetTranslationalEnergy(),7:F0} J";
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}
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private void DrawGauges()
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{
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_window.Draw(_tachometerBackground);
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float rpmRatio = Math.Clamp(car.Engine.RPM / 8000f, 0f, 1f);
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float tachometerAngle = -90 + (270 * rpmRatio);
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_tachometerNeedle.Rotation = tachometerAngle;
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_window.Draw(_tachometerNeedle);
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Text tachLabel = new Text("RPM", _font, 20);
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tachLabel.FillColor = Color.White;
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tachLabel.Position = new Vector2f(770, 70);
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_window.Draw(tachLabel);
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Text rpmText = new Text($"{car.Engine.RPM:F0}", _font, 24);
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rpmText.FillColor = car.Engine.RPM > 7000 ? _warningColor : Color.White;
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rpmText.Position = new Vector2f(765, 100);
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_window.Draw(rpmText);
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_window.Draw(_speedometerBackground);
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float speedRatio = Math.Clamp(car.Speed * 3.6f / 200f, 0f, 1f);
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float speedometerAngle = -90 + (270 * speedRatio);
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_speedometerNeedle.Rotation = speedometerAngle;
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_window.Draw(_speedometerNeedle);
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Text speedLabel = new Text("SPEED", _font, 20);
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speedLabel.FillColor = Color.White;
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speedLabel.Position = new Vector2f(770, 320);
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_window.Draw(speedLabel);
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Text speedText = new Text($"{car.Speed * 3.6f:F1} km/h", _font, 24);
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speedText.FillColor = Color.White;
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speedText.Position = new Vector2f(750, 350);
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_window.Draw(speedText);
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Text gearText = new Text($"GEAR {car.Drivetrain.GetCurrentGearName()}", _font, 28);
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gearText.FillColor = _highlightColor;
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gearText.Position = new Vector2f(750, 520);
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_window.Draw(gearText);
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}
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private void DrawKeyBindings()
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{
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Text controls = new Text("CONTROLS\n\nW/S: Throttle/Brake\nUp/Down: Clutch\nLeft/Right: Gear Up/Down\nSpace: Toggle Force Clutch\nESC: Quit", _font, 14);
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controls.FillColor = new Color(180, 180, 180);
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controls.Position = new Vector2f(250, 625);
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_window.Draw(controls);
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}
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private void InitializeTrackedKeys()
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{
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// Initialize all keys we care about
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var keysToTrack = new Keyboard.Key[]
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{
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Keyboard.Key.W,
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Keyboard.Key.Up,
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Keyboard.Key.Down,
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Keyboard.Key.B,
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Keyboard.Key.Space,
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Keyboard.Key.Left,
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Keyboard.Key.Right,
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Keyboard.Key.Escape
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var keys = new[] {
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Keyboard.Key.W, Keyboard.Key.S,
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Keyboard.Key.Down, Keyboard.Key.Up, Keyboard.Key.Space,
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Keyboard.Key.Escape,
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Keyboard.Key.Right, Keyboard.Key.Left
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};
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foreach (var key in keysToTrack)
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foreach (var key in keys)
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{
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_currentKeyStates[key] = false;
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_previousKeyStates[key] = false;
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_currentKeyStates[key] = false;
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}
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}
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private void OnKeyPressed(object sender, KeyEventArgs e)
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{
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var key = e.Code;
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// Update current state
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if (_currentKeyStates.ContainsKey(key))
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{
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_currentKeyStates[key] = true;
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}
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if (_currentKeyStates.ContainsKey(e.Code))
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_currentKeyStates[e.Code] = true;
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}
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private void OnKeyReleased(object sender, KeyEventArgs e)
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{
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var key = e.Code;
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// Update current state
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if (_currentKeyStates.ContainsKey(key))
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{
|
||||
_currentKeyStates[key] = false;
|
||||
}
|
||||
if (_currentKeyStates.ContainsKey(e.Code))
|
||||
_currentKeyStates[e.Code] = false;
|
||||
}
|
||||
|
||||
private void ProcessInput(float deltaTime)
|
||||
{
|
||||
// quit
|
||||
if (IsKeyDown(Keyboard.Key.Escape))
|
||||
{
|
||||
_isRunning = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// force clutch
|
||||
car.ForceClutch = (IsKeyDown(Keyboard.Key.Space));
|
||||
|
||||
// throttle
|
||||
if (IsKeyDown(Keyboard.Key.W))
|
||||
{
|
||||
car.ThrottleInput = Math.Min(car.ThrottleInput + 2f * deltaTime, 1.0f);
|
||||
}
|
||||
// Throttle/Brake
|
||||
if (_currentKeyStates[Keyboard.Key.W])
|
||||
car.ThrottleInput += deltaTime * 4f;
|
||||
else
|
||||
{
|
||||
car.ThrottleInput = Math.Max(car.ThrottleInput - 10f * deltaTime, 0f);
|
||||
}
|
||||
car.ThrottleInput -= deltaTime * 8f;
|
||||
|
||||
// brake
|
||||
if (IsKeyDown(Keyboard.Key.B))
|
||||
{
|
||||
car.BrakeInput = Math.Min(car.BrakeInput + 1f * deltaTime, 1.0f);
|
||||
}
|
||||
if (_currentKeyStates[Keyboard.Key.S])
|
||||
car.BrakeInput += deltaTime * 4f;
|
||||
else
|
||||
{
|
||||
car.BrakeInput = Math.Max(car.BrakeInput - 4f * deltaTime, 0f);
|
||||
}
|
||||
car.BrakeInput -= deltaTime * 8f;
|
||||
|
||||
// clutch
|
||||
if (IsKeyDown(Keyboard.Key.Up))
|
||||
{
|
||||
car.ClutchInput = Math.Min(car.ClutchInput + 0.1f * deltaTime, 1.0f);
|
||||
}
|
||||
else if (IsKeyDown(Keyboard.Key.Down))
|
||||
{
|
||||
car.ClutchInput = Math.Max(car.ClutchInput - 0.1f * deltaTime, 0f);
|
||||
}
|
||||
car.ThrottleInput = Math.Clamp(car.ThrottleInput, 0f, 1f);
|
||||
car.BrakeInput = Math.Clamp(car.BrakeInput, 0f, 1f);
|
||||
|
||||
// clutch
|
||||
if (IsKeyDown(Keyboard.Key.Up))
|
||||
{
|
||||
car.ClutchInput = Math.Min(car.ClutchInput + 1f * deltaTime, 1.0f);
|
||||
}
|
||||
else if (IsKeyDown(Keyboard.Key.Down))
|
||||
{
|
||||
car.ClutchInput = Math.Max(car.ClutchInput - 1f * deltaTime, 0f);
|
||||
}
|
||||
// Clutch
|
||||
if (_currentKeyStates[Keyboard.Key.Up])
|
||||
car.ClutchInput += deltaTime * 0.5f;
|
||||
if(_currentKeyStates[Keyboard.Key.Down])
|
||||
car.ClutchInput -= deltaTime * 0.5f;
|
||||
|
||||
// gear
|
||||
if (WasKeyPressed(Keyboard.Key.Left))
|
||||
{
|
||||
car.Drivetrain.GearDown();
|
||||
}
|
||||
else if (WasKeyPressed(Keyboard.Key.Right))
|
||||
{
|
||||
car.ClutchInput = Math.Clamp(car.ClutchInput, 0f, 1f);
|
||||
|
||||
// Toggle force clutch
|
||||
if (_currentKeyStates[Keyboard.Key.Space] && !_previousKeyStates[Keyboard.Key.Space])
|
||||
car.ForceClutch = !car.ForceClutch;
|
||||
|
||||
// Gear changes
|
||||
if (_currentKeyStates[Keyboard.Key.Right] && !_previousKeyStates[Keyboard.Key.Right])
|
||||
car.Drivetrain.GearUp();
|
||||
}
|
||||
if (_currentKeyStates[Keyboard.Key.Left] && !_previousKeyStates[Keyboard.Key.Left])
|
||||
car.Drivetrain.GearDown();
|
||||
|
||||
// Quit
|
||||
if (_currentKeyStates[Keyboard.Key.Escape])
|
||||
_isRunning = false;
|
||||
}
|
||||
|
||||
private void UpdatePreviousKeyStates()
|
||||
@@ -181,31 +328,8 @@ internal class Program
|
||||
var keys = new List<Keyboard.Key>(_currentKeyStates.Keys);
|
||||
foreach (var key in keys)
|
||||
{
|
||||
if (_previousKeyStates.ContainsKey(key))
|
||||
_previousKeyStates[key] = _currentKeyStates[key];
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsKeyDown(Keyboard.Key key)
|
||||
{
|
||||
return _currentKeyStates.ContainsKey(key) && _currentKeyStates[key];
|
||||
}
|
||||
|
||||
private bool WasKeyPressed(Keyboard.Key key)
|
||||
{
|
||||
return IsKeyDown(key) &&
|
||||
(!_previousKeyStates.ContainsKey(key) || !_previousKeyStates[key]);
|
||||
}
|
||||
|
||||
private void UpdateDisplay()
|
||||
{
|
||||
_window.Clear(Color.Black);
|
||||
|
||||
// Render car or simulation visualization here
|
||||
// For example, if car has Draw() method:
|
||||
// car.Draw(_window);
|
||||
|
||||
car.DisplayUpdate(); // If this updates console display
|
||||
|
||||
_window.Display();
|
||||
}
|
||||
}
|
||||
BIN
Car simulation/arial.ttf
Normal file
BIN
Car simulation/arial.ttf
Normal file
Binary file not shown.
Reference in New Issue
Block a user