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import os
import pygame
from display import Scaling
from images import Images
class PlayerSprite(pygame.sprite.Sprite):
def __init__(self, image, pos):
super().__init__()
self.image = image
x, y = self.image.get_size()
x = pos[0] - x // 2
y = pos[1] - y // 2
self.rect = self.image.get_rect().move(x,y)
class Player():
def __init__(self, field = None, enemies = None):
self.field = field
self.enemies = enemies
self.position = (200_000, 140_000)
self.direction = False
self.lazer = False
self.sprites = pygame.sprite.Group()
self.updated = True
def __update_sprites(self):
self.sprites.empty()
image = Images.surfaces['player_00']
if self.direction:
image = pygame.transform.rotate(image, 90)
self.sprites.add(PlayerSprite(
image,
Scaling.scale_to_display(self.position) ))
if not self.lazer:
self.updated = False
def set_position(self, pos):
if not self.lazer:
self.position = Scaling.scale_to_internal(pos)
self.updated = True
def update(self, dt):
""" Update sprites basis of dt. dt = milliseconds from last update """
if self.updated:
self.__update_sprites()
def fire_lazer(self):
# self.lazer = True
# self.updated = True
hitbox = self.field.slice(self.position, self.direction, 4_500)
if hitbox is not None:
for enemy in self.enemies.sprites:
if hitbox.colliderect(enemy.rect):
return True
for field in self.field.sprites:
for enemy in self.enemies.sprites:
if enemy.rect.colliderect(field.rect):
break
else:
field.remove(self.field.sprites)
return False
def set_direction(self):
if not self.lazer:
self.direction = not self.direction
self.updated = True
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