bdd_asteroids/player.py
2025-01-21 03:03:38 -05:00

66 lines
2 KiB
Python

import circleshape
import constants
import pygame
from shot import Shot
class Player(circleshape.CircleShape):
containers = []
cooldown = 0
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()
if self.cooldown > 0:
self.cooldown = self.cooldown - dt
else:
self.cooldown = 0
def move(self,dt):
forward = pygame.Vector2(0, 1).rotate(self.rotation)
self.position += forward * constants.PLAYER_SPEED * dt
def shoot(self):
if self.cooldown == 0:
# 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)
self.cooldown = constants.PLAYER_SHOOT_COOLDOWN