import circleshape import constants import pygame from shot import Shot class Player(circleshape.CircleShape): containers = [] def __init__(self,x,y): super().__init__(x,y,constants.PLAYER_RADIUS) self.rotation = 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,(255,255,255),self.triangle(),2) def rotate(self,dt,dir): if dir == "right": self.rotation += dt*constants.PLAYER_ROTATION_SPEED else: self.rotation += -dt*constants.PLAYER_ROTATION_SPEED def update(self, dt): keys = pygame.key.get_pressed() if keys[pygame.K_a]: self.rotate(dt,"left") if keys[pygame.K_d]: self.rotate(dt,"right") if keys[pygame.K_w]: self.move(dt) if keys[pygame.K_s]: self.move(-dt) if keys[pygame.K_SPACE]: self.shoot() def move(self,dt): forward = pygame.Vector2(0, 1).rotate(self.rotation) self.position += forward * constants.PLAYER_SPEED * dt def shoot(self): # Create new shot at player position shot = Shot(self.position.x, self.position.y) # Calculate velocity (similar to your move method) forward = pygame.Vector2(0, 1).rotate(self.rotation) shot.velocity = forward * constants.PLAYER_SHOOT_SPEED # Add to container Shot.containers[0].add(shot)