major rework

This commit is contained in:
max
2026-02-16 18:32:48 +01:00
parent bbd82da07e
commit 932734e5b4
24 changed files with 1706 additions and 893 deletions

View File

@@ -1,337 +1,157 @@
using Car_simulation;
using SFML.Window;
using Car_simulation.Core.Models;
using Car_simulation.Input;
using Car_simulation.UI;
using SFML.Graphics;
using SFML.System;
using System.Collections.Generic;
using System;
using SFML.Window;
internal class Program
namespace Car_simulation
{
Car car = new Car();
private bool _isRunning = true;
private RenderWindow _window;
private Font _font;
private List<Text> _displayTexts = new List<Text>();
private RectangleShape _tachometerBackground;
private RectangleShape _tachometerNeedle;
private RectangleShape _speedometerBackground;
private RectangleShape _speedometerNeedle;
// Colors
private Color _backgroundColor = new Color(20, 20, 30);
private Color _textColor = new Color(220, 220, 220);
private Color _highlightColor = new Color(0, 150, 255);
private Color _warningColor = new Color(255, 100, 100);
// Timing for physics
private Clock _clock = new Clock();
private Time _timePerUpdate = Time.FromSeconds(1.0f / 60.0f); // 60 FPS physics
private Time _accumulatedTime = Time.Zero;
private float _totalTime = 0.0f;
private long _updateCount = 0;
private Dictionary<Keyboard.Key, bool> _previousKeyStates = new Dictionary<Keyboard.Key, bool>();
private Dictionary<Keyboard.Key, bool> _currentKeyStates = new Dictionary<Keyboard.Key, bool>();
private static void Main(string[] args)
internal class Program
{
Program program = new Program();
program.Run();
}
private Car _car = new Car();
private RenderWindow _window;
private Font _font;
private DisplayManager _displayManager;
private CarInputHandler _inputHandler;
private void Run()
{
_window = new RenderWindow(new VideoMode(1000, 800), "Car Simulation", Styles.Default);
_window.SetVisible(true);
_window.SetFramerateLimit(60);
_window.SetKeyRepeatEnabled(false);
// Timing
private Clock _clock = new Clock();
private Time _timePerUpdate = Time.FromSeconds(1.0f / 60.0f);
private Time _accumulatedTime = Time.Zero;
private float _totalTime = 0.0f;
private long _updateCount = 0;
_window.Closed += (sender, e) => _isRunning = false;
_window.KeyPressed += OnKeyPressed;
_window.KeyReleased += OnKeyReleased;
// Load font
try
static void Main(string[] args)
{
_font = new Font("arial.ttf");
}
catch
{
_font = new Font("C:/Windows/Fonts/arial.ttf");
Program program = new Program();
program.Run();
}
InitializeDisplay();
InitializeTrackedKeys();
_clock.Restart();
while (_isRunning && _window.IsOpen)
private void Run()
{
_window.DispatchEvents();
InitializeWindow();
InitializeUI();
InitializeInput();
Time elapsed = _clock.Restart();
_accumulatedTime += elapsed;
while (_accumulatedTime >= _timePerUpdate)
while (_window.IsOpen)
{
ProcessInput(_timePerUpdate.AsSeconds());
_totalTime += _timePerUpdate.AsSeconds();
car.Update(_timePerUpdate.AsSeconds(), _totalTime);
_accumulatedTime -= _timePerUpdate;
_updateCount++;
_window.DispatchEvents();
Time elapsed = _clock.Restart();
_accumulatedTime += elapsed;
while (_accumulatedTime >= _timePerUpdate)
{
Update(_timePerUpdate.AsSeconds());
_accumulatedTime -= _timePerUpdate;
}
Render();
}
UpdateDisplay();
_window.Close();
Console.WriteLine($"\nSimulation stopped after {_updateCount} updates");
}
private void InitializeWindow()
{
_window = new RenderWindow(new VideoMode(1000, 800), "Car Simulation", Styles.Default);
_window.SetVisible(true);
_window.SetFramerateLimit(60);
_window.SetKeyRepeatEnabled(false);
_window.Closed += (sender, e) => _window.Close();
_window.Resized += OnWindowResized;
_window.KeyPressed += OnKeyPressed;
}
private void OnWindowResized(object sender, SizeEventArgs e)
{
_window.SetView(new View(new FloatRect(0, 0, e.Width, e.Height)));
_displayManager?.HandleResize(e.Width, e.Height);
}
private void OnKeyPressed(object sender, KeyEventArgs e)
{
// Toggle debug info with F3
if (e.Code == Keyboard.Key.F3)
{
_displayManager?.ToggleDebugInfo();
}
// Pass key event to input handler
_inputHandler?.OnKeyPressed(e);
}
private void InitializeUI()
{
try
{
_font = new Font("arial.ttf");
}
catch
{
_font = new Font("C:/Windows/Fonts/arial.ttf");
}
_displayManager = new DisplayManager(_window, _font);
}
private void InitializeInput()
{
_inputHandler = new CarInputHandler();
_window.KeyPressed += (sender, e) => _inputHandler.OnKeyPressed(e);
_window.KeyReleased += (sender, e) => _inputHandler.OnKeyReleased(e);
}
private void Update(float deltaTime)
{
_inputHandler.ProcessInput(deltaTime);
_totalTime += deltaTime;
ApplyInputToCar(deltaTime);
_car.Update(deltaTime, _totalTime);
// Update display with current car state
_displayManager.Update(_car, deltaTime, _totalTime, _updateCount);
if (_inputHandler.InputState.Quit)
_window.Close();
_updateCount++;
}
private void ApplyInputToCar(float deltaTime)
{
var input = _inputHandler.InputState;
_car.ThrottleInput += input.ThrottleChange;
_car.BrakeInput += input.BrakeChange;
_car.ThrottleInput = Math.Clamp(_car.ThrottleInput, 0f, 1f);
_car.BrakeInput = Math.Clamp(_car.BrakeInput, 0f, 1f);
if (input.ClutchUp)
_car.ClutchInput += deltaTime * 0.5f;
if (input.ClutchDown)
_car.ClutchInput -= deltaTime * 0.5f;
_car.ClutchInput = Math.Clamp(_car.ClutchInput, 0f, 1f);
if (input.ToggleForceClutch)
_car.ForceClutch = !_car.ForceClutch;
if (input.GearUp)
_car.Drivetrain.GearUp();
if (input.GearDown)
_car.Drivetrain.GearDown();
}
private void Render()
{
_displayManager.Draw();
_window.Display();
UpdatePreviousKeyStates();
}
_window.Close();
Console.WriteLine($"\nSimulation stopped after {_updateCount} updates");
}
private void InitializeDisplay()
{
// Initialize display texts
for (int i = 0; i < 30; i++)
{
Text text = new Text("", _font, 16);
text.FillColor = _textColor;
text.Position = new Vector2f(20, 20 + i * 24);
_displayTexts.Add(text);
}
// Tachometer
_tachometerBackground = new RectangleShape(new Vector2f(200, 200));
_tachometerBackground.Position = new Vector2f(700, 50);
_tachometerBackground.FillColor = new Color(40, 40, 50);
_tachometerBackground.OutlineThickness = 2;
_tachometerBackground.OutlineColor = Color.White;
_tachometerNeedle = new RectangleShape(new Vector2f(80, 4));
_tachometerNeedle.Position = new Vector2f(800, 150);
_tachometerNeedle.FillColor = Color.Red;
_tachometerNeedle.Origin = new Vector2f(70, 2);
// Speedometer
_speedometerBackground = new RectangleShape(new Vector2f(200, 200));
_speedometerBackground.Position = new Vector2f(700, 300);
_speedometerBackground.FillColor = new Color(40, 40, 50);
_speedometerBackground.OutlineThickness = 2;
_speedometerBackground.OutlineColor = Color.White;
_speedometerNeedle = new RectangleShape(new Vector2f(80, 4));
_speedometerNeedle.Position = new Vector2f(800, 400);
_speedometerNeedle.FillColor = Color.Green;
_speedometerNeedle.Origin = new Vector2f(70, 2);
}
private void UpdateDisplay()
{
_window.Clear(_backgroundColor);
UpdateDisplayTexts();
foreach (var text in _displayTexts)
{
if (!string.IsNullOrEmpty(text.DisplayedString))
_window.Draw(text);
}
DrawGauges();
DrawKeyBindings();
}
private void UpdateDisplayTexts()
{
// Clear all text
for (int i = 0; i < _displayTexts.Count; i++)
{
_displayTexts[i].DisplayedString = "";
_displayTexts[i].FillColor = _textColor;
}
// Update text - using safe indexing
int line = 0;
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = "ENGINE";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" RPM: {car.Engine.RPM,7:F0}";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Torque: {car.Engine.GetTorqueOutput(),7:F0} Nm";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Throttle: {car.Engine.GetActualThrottle() * 100,6:F1}%";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Power: {car.Engine.CurrentPower / 1000,6:F1} kW";
if (line < _displayTexts.Count)
{
_displayTexts[line].DisplayedString = $" Status: {(car.Engine.IsRunning ? "RUNNING" : "STALLED")}";
_displayTexts[line].FillColor = car.Engine.IsRunning ? _textColor : _warningColor;
line++;
}
line++; // Blank line
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = "DRIVETRAIN";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Gear: {car.Drivetrain.GetCurrentGearName(),3} (Ratio: {car.Drivetrain.GearRatio:F2}:1)";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Clutch: {car.ClutchInput * 100,6:F1}% disengaged";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Clutch Torque: {car.Drivetrain.ClutchTorque,6:F0} Nm";
if (line < _displayTexts.Count)
{
_displayTexts[line].DisplayedString = $" Clutch Slip: {car.Drivetrain.GetClutchSlipPercent(),6:F1}%";
_displayTexts[line].FillColor = car.Drivetrain.GetClutchSlipPercent() > 50 ? _warningColor : _textColor;
line++;
}
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Transmitted: {car.Drivetrain.TransmittedPower / 1000,6:F1} kW";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Speed Diff: {car.Drivetrain.GetSpeedDifferenceRPM(),6:F0} RPM";
line++; // Blank line
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = "VEHICLE";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Speed: {car.Speed * 3.6f,7:F1} km/h";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Wheel RPM: {car.WheelSystem.RPM,7:F0}";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Brake: {car.BrakeInput * 100,6:F1}%";
line++; // Blank line
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = "FORCES";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Total Resistance: {car.CalculateTotalResistanceForce(),6:F1} N";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Drag: {car.CalculateDragForce(),6:F1} N";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Rolling: {car.CalculateRollingResistanceForce(),6:F1} N";
line++; // Blank line
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = "ENERGY";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Engine: {car.Engine.FlywheelEnergy,7:F0} J";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Total: {car.WheelSystem.TotalEnergy,7:F0} J";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Wheel Rotation: {car.WheelSystem.GetRotationalEnergy() / 1000,7:F0} KJ";
if (line < _displayTexts.Count) _displayTexts[line++].DisplayedString = $" Car Translation: {car.WheelSystem.GetTranslationalEnergy() / 1000,7:F0} KJ";
}
private void DrawGauges()
{
_window.Draw(_tachometerBackground);
float rpmRatio = Math.Clamp(car.Engine.RPM / 13000f, 0f, 1f);
float tachometerAngle = -90 + (270 * rpmRatio);
_tachometerNeedle.Rotation = tachometerAngle;
_window.Draw(_tachometerNeedle);
Text tachLabel = new Text("RPM", _font, 20);
tachLabel.FillColor = Color.White;
tachLabel.Position = new Vector2f(770, 70);
_window.Draw(tachLabel);
Text rpmText = new Text($"{car.Engine.RPM:F0}", _font, 24);
rpmText.FillColor = car.Engine.RPM > 7000 ? _warningColor : Color.White;
rpmText.Position = new Vector2f(765, 100);
_window.Draw(rpmText);
_window.Draw(_speedometerBackground);
float speedRatio = Math.Clamp(car.Speed * 3.6f / 200f, 0f, 1f);
float speedometerAngle = -90 + (270 * speedRatio);
_speedometerNeedle.Rotation = speedometerAngle;
_window.Draw(_speedometerNeedle);
Text speedLabel = new Text("SPEED", _font, 20);
speedLabel.FillColor = Color.White;
speedLabel.Position = new Vector2f(770, 320);
_window.Draw(speedLabel);
Text speedText = new Text($"{car.Speed * 3.6f:F1} km/h", _font, 24);
speedText.FillColor = Color.White;
speedText.Position = new Vector2f(750, 350);
_window.Draw(speedText);
Text gearText = new Text($"GEAR {car.Drivetrain.GetCurrentGearName()}", _font, 28);
gearText.FillColor = _highlightColor;
gearText.Position = new Vector2f(750, 520);
_window.Draw(gearText);
}
private void DrawKeyBindings()
{
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);
controls.FillColor = new Color(180, 180, 180);
controls.Position = new Vector2f(250, 625);
_window.Draw(controls);
}
private void InitializeTrackedKeys()
{
var keys = new[] {
Keyboard.Key.W, Keyboard.Key.S,
Keyboard.Key.Down, Keyboard.Key.Up, Keyboard.Key.Space,
Keyboard.Key.Escape,
Keyboard.Key.Right, Keyboard.Key.Left
};
foreach (var key in keys)
{
_previousKeyStates[key] = false;
_currentKeyStates[key] = false;
}
}
private void OnKeyPressed(object sender, KeyEventArgs e)
{
if (_currentKeyStates.ContainsKey(e.Code))
_currentKeyStates[e.Code] = true;
}
private void OnKeyReleased(object sender, KeyEventArgs e)
{
if (_currentKeyStates.ContainsKey(e.Code))
_currentKeyStates[e.Code] = false;
}
private void ProcessInput(float deltaTime)
{
// Throttle/Brake
if (_currentKeyStates[Keyboard.Key.W])
car.ThrottleInput += deltaTime * 4f;
else
car.ThrottleInput -= deltaTime * 8f;
if (_currentKeyStates[Keyboard.Key.S])
car.BrakeInput += deltaTime * 4f;
else
car.BrakeInput -= deltaTime * 8f;
car.ThrottleInput = Math.Clamp(car.ThrottleInput, 0f, 1f);
car.BrakeInput = Math.Clamp(car.BrakeInput, 0f, 1f);
// Clutch
if (_currentKeyStates[Keyboard.Key.Up])
car.ClutchInput += deltaTime * 0.5f;
if(_currentKeyStates[Keyboard.Key.Down])
car.ClutchInput -= deltaTime * 0.5f;
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()
{
var keys = new List<Keyboard.Key>(_currentKeyStates.Keys);
foreach (var key in keys)
{
if (_previousKeyStates.ContainsKey(key))
_previousKeyStates[key] = _currentKeyStates[key];
}
}
}