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player.py
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73 lines (58 loc) · 2.18 KB
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import pygame
import utils
from bullets import PlayerBullet
SCALE = 5
POSITION_OFFSET = 10
MAX_SPEED = 6
MAX_ANGLE = 15
SPEED_DAMPING = 0.5
ANGLE_DAMPING = 1
SPEED_ACCELERATION = ANGLE_DAMPING + 2
ANGLE_ACCELERATION = SPEED_DAMPING + 1
class Player(pygame.sprite.Sprite):
def __init__(self, screen_width, screen_height, bullets):
super().__init__()
self.angle = 0
self.speed = 0
self.bullets = bullets
self.image = utils.load_and_scale("Images/space_ship.png", SCALE)
self.image_copy = self.image.copy()
self.rect = self.image.get_rect()
self.initial_position = (int(screen_width / 2),
screen_height - int(self.image.get_height() / 2) - 2 * POSITION_OFFSET)
self.rect.center = self.initial_position
self.mask = pygame.mask.from_surface(self.image)
self.bounds = [5 * POSITION_OFFSET,
screen_width - self.image.get_width() - 5 * POSITION_OFFSET]
def decrease_angle(self):
if self.angle > 0:
self.angle -= ANGLE_DAMPING
if self.angle < 0:
self.angle += ANGLE_DAMPING
def decrease_speed(self):
if self.speed > 0:
self.speed -= SPEED_DAMPING
if self.speed < 0:
self.speed += SPEED_DAMPING
def update(self):
self.decrease_angle()
self.decrease_speed()
self.image = pygame.transform.rotate(self.image_copy, self.angle)
self.rect.x += self.speed
def go_to_initial_position(self):
self.rect.center = self.initial_position
def move_left(self):
if self.rect.x > self.bounds[0]:
if self.speed > -MAX_SPEED:
self.speed -= SPEED_ACCELERATION
if self.angle < MAX_ANGLE:
self.angle += ANGLE_ACCELERATION
def move_right(self):
if self.rect.x < self.bounds[1]:
if self.speed < MAX_SPEED:
self.speed += SPEED_ACCELERATION
if self.angle > -MAX_ANGLE:
self.angle -= ANGLE_ACCELERATION
def shoot_bullet(self):
bullet = PlayerBullet(self.rect.x + self.image.get_width() / 2, self.rect.y)
self.bullets.add(bullet)