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Laser.py
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209 lines (176 loc) · 8.39 KB
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import pygame
import math
from Explosion import Explosion
class Laser(pygame.sprite.Sprite):
def __init__(self, image, x, y, player, mag, way = "middle"):
super().__init__()
# Resize the image
self.image = image # image must be horizontal
# Set the position of the sprite
self.rect = self.image.get_rect(center=(x,y))
self.magnitude = mag
self.way = way
self.dir = player.dir
self.speed_x = float(0)
self.speed_y = float(0)
self.speed = player.lspeed
self.atk = player.atk
self.x = float(self.rect.centerx)
self.y = float(self.rect.centery)
self.angle = 0
if self.dir == "":
self.kill()
if self.dir == "up":
self.speed_y = -self.speed
self.angle = 90
if self.dir == "down":
self.speed_y = self.speed
self.angle = 90
if self.dir == "left":
self.speed_x = -self.speed
self.angle = 0
if self.dir == "right":
self.speed_x = self.speed
self.angle = 0
if self.dir == "left up":
self.speed_y = -self.speed * math.sin(math.pi/4)
self.speed_x = -self.speed * math.sin(math.pi/4)
self.angle = 135
if self.dir == "right up":
self.speed_y = -self.speed * math.sin(math.pi/4)
self.speed_x = self.speed * math.sin(math.pi/4)
self.angle = 45
if self.dir == "left down":
self.speed_y = self.speed * math.sin(math.pi/4)
self.speed_x = -self.speed * math.sin(math.pi/4)
self.angle = 45
if self.dir == "right down":
self.speed_y = self.speed * math.sin(math.pi/4)
self.speed_x = self.speed * math.sin(math.pi/4)
self.angle = 135
def update(self, width, height, dt, target_fps):
# Add your update logic here
if self.way == "middle":
self.x += self.speed_x * dt * target_fps
self.y += self.speed_y * dt * target_fps
if self.way == "left":
if self.dir == "left" or self.dir == "right":
self.x += self.speed_x * math.cos(math.radians(self.magnitude)) * dt * target_fps
self.y += -self.speed * math.sin(math.radians(self.magnitude)) * dt * target_fps
elif self.dir == "up" or self.dir == "down":
self.x += self.speed * math.sin(math.radians(self.magnitude)) * dt * target_fps
self.y += self.speed_y * math.cos(math.radians(self.magnitude)) * dt * target_fps
else:
self.x += self.speed_x / math.sin(math.radians(45)) * abs(math.cos(math.radians(self.magnitude + 45))) * dt * target_fps
self.y += self.speed_y / math.sin(math.radians(45)) * abs(math.sin(math.radians(self.magnitude + 45))) * dt * target_fps
# print(self.speed_x / math.sin(math.radians(45)), " ", self.speed_y / math.sin(math.radians(45)))
if self.way == "right":
if self.dir == "left" or self.dir == "right":
self.x += self.speed_x * math.cos(math.radians(self.magnitude)) * dt * target_fps
self.y += self.speed * math.sin(math.radians(self.magnitude)) * dt * target_fps
elif self.dir == "up" or self.dir == "down":
self.x += -self.speed * math.sin(math.radians(self.magnitude)) * dt * target_fps
self.y += self.speed_y * math.cos(math.radians(self.magnitude)) * dt * target_fps
else:
self.x += self.speed_x / math.sin(math.radians(45)) * abs(math.sin(math.radians(self.magnitude + 45))) * dt * target_fps
self.y += self.speed_y / math.sin(math.radians(45)) * abs(math.cos(math.radians(self.magnitude + 45))) * dt * target_fps
if self.rect.bottom < 0 or self.rect.top > height or self.rect.right < 0 or self.rect.left > width:
self.kill()
self.rect.centerx = int(self.x)
self.rect.centery = int(self.y)
def draw(self, screen, offset):
rotated_image = pygame.transform.rotate(self.image, self.angle)
self.x += offset[0]
self.y += offset[1]
# Get the rotated rectangle of the enemy image
rotated_rect = rotated_image.get_rect(center=(int(self.x),int(self.y)))
self.x -= offset[0]
self.y -= offset[1]
# Draw the rotated enemy on the given surface
screen.blit(rotated_image, rotated_rect)
class Missile(pygame.sprite.Sprite):
def __init__(self, image, x, y, player):
super().__init__()
# sprites_per_row = 10
# sprites_per_column = 8
# # Resize the image
# self.explosion_image = pygame.image.load("textures/missile_explosion1.png").convert_alpha()
# sprite_width = self.explosion_image.get_width() // sprites_per_row
# sprite_height = self.explosion_image.get_height() // sprites_per_column
# self.frames = []
# for row in range(sprites_per_column):
# for col in range(sprites_per_row):
# a = col * sprite_width
# b = row * sprite_height
# sprite_rect = pygame.Rect(a, b, sprite_width, sprite_height)
# sprite = pygame.transform.scale(self.explosion_image.subsurface(sprite_rect), (500,500))
# self.frames.append(sprite)
self.explosion_sound = player.explosion_sound
self.frames = player.missile_frames
self.image = image # image must be horizontal
# Set the position of the sprite
self.rect = self.image.get_rect(center=(x,y))
# print(self.rect.x, " ", self.rect.y)
self.dir = player.dir
self.initialx = player.rect.centerx
self.initialy = player.rect.centery
self.speed_x = float(0)
self.speed_y = float(0)
self.speed = player.mspeed
self.atk = player.matk
self.x = float(self.rect.centerx)
self.y = float(self.rect.centery)
self.angle = 0
if self.dir == "":
self.kill()
if self.dir == "up":
self.speed_y = -self.speed
self.angle = 90
if self.dir == "down":
self.speed_y = self.speed
self.angle = 270
if self.dir == "left":
self.speed_x = -self.speed
self.angle = 180
if self.dir == "right":
self.speed_x = self.speed
self.angle = 0
if self.dir == "left up":
self.speed_y = -self.speed * math.sin(math.pi/4)
self.speed_x = -self.speed * math.sin(math.pi/4)
self.angle = 135
if self.dir == "right up":
self.speed_y = -self.speed * math.sin(math.pi/4)
self.speed_x = self.speed * math.sin(math.pi/4)
self.angle = 45
if self.dir == "left down":
self.speed_y = self.speed * math.sin(math.pi/4)
self.speed_x = -self.speed * math.sin(math.pi/4)
self.angle = 225
if self.dir == "right down":
self.speed_y = self.speed * math.sin(math.pi/4)
self.speed_x = self.speed * math.sin(math.pi/4)
self.angle = 315
def update(self, width, height, missile_explosion, dt, target_fps):
# Add your update logic here
self.x += self.speed_x * dt * target_fps
self.y += self.speed_y * dt * target_fps
if self.rect.bottom < 0 or self.rect.top > height or self.rect.right < 0 or self.rect.left > width:
self.explode(missile_explosion)
self.rect.centerx = int(self.x)
self.rect.centery = int(self.y)
if ((self.x - self.initialx) ** 2 + (self.y - self.initialy) ** 2) ** 0.5 >= 500:
self.explode(missile_explosion)
def draw(self, screen, offset):
rotated_image = pygame.transform.rotate(self.image, self.angle)
self.x += offset[0]
self.y += offset[1]
# Get the rotated rectangle of the enemy image
rotated_rect = rotated_image.get_rect(center=(int(self.x),int(self.y)))
# Draw the rotated enemy on the given surface
self.x -= offset[0]
self.y -= offset[1]
screen.blit(rotated_image, rotated_rect)
def explode(self, missile_explosion):
missile_explosion.add(Explosion(self.rect.centerx, self.rect.centery, self.frames, self.explosion_sound, 16.67))
self.kill()