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player.py
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import sys
import pygame
from constants import *
from circleshape import CircleShape
from shot import Shot
class Player(CircleShape):
def __init__(self, x, y):
super().__init__(x, y, PLAYER_RADIUS)
self.rotation = 0
self.timer = 0
def triangle(self):
forward = pygame.Vector2(0, 1).rotate(self.rotation)
right = pygame.Vector2(0, 1).rotate(self.rotation + 90) * self.radius / 1.5
a = self.position + forward * self.radius
b = self.position - forward * self.radius - right
c = self.position - forward * self.radius + right
return [a, b, c]
def draw(self, screen):
pygame.draw.polygon(screen, (LINE), self.triangle(), 2)
def rotate(self, dt):
self.rotation += PLAYER_TURN_SPEED * dt
def update(self, dt):
self.timer -= dt
keys = pygame.key.get_pressed()
if keys[pygame.K_a] or keys[pygame.K_LEFT]:
self.rotate(-dt)
if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
self.rotate(dt)
if keys[pygame.K_w] or keys[pygame.K_UP]:
self.move(dt)
if keys[pygame.K_s] or keys[pygame.K_DOWN]:
self.move(-dt)
if keys[pygame.K_SPACE]:
self.shoot()
if keys[pygame.K_END] or keys[pygame.K_ESCAPE]:
sys.exit("END/ESCAPE key activated.")
def move(self, dt):
forward = pygame.Vector2(0, 1).rotate(self.rotation)
self.position += forward * PLAYER_SPEED * dt
def shoot(self):
if self.timer <= 0:
# Create a new shot at the player's position ?
# shot_position = self.position # seems faulty
# Create a new Shot instance
# shot = Shot(shot_position, shot_velocity)
shot = Shot(self.position.x, self.position.y)
# Determine the shot's velocity
shot.velocity = pygame.Vector2(0, 1).rotate(self.rotation) * PLAYER_SHOOT_SPEED
# Add the new shot to a group to track them) ?
# shots.append(new_shot)
self.timer = PLAYER_SHOOT_COOLDOWN