-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathPlayer.py
More file actions
291 lines (248 loc) · 13.4 KB
/
Player.py
File metadata and controls
291 lines (248 loc) · 13.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
import pygame
import math
from Laser import Laser, Missile
class Player(pygame.sprite.Sprite):
def __init__(self, pos):
super().__init__()
# Resize the image
self.normal_image = pygame.transform.scale(pygame.image.load("textures/player.png").convert_alpha(), (50, 30))
self.hit_image = pygame.transform.scale(pygame.image.load("textures/player_hit.png").convert_alpha(), (50, 30))
self.image = self.normal_image
self.limage = pygame.image.load("textures/plaser1.png").convert_alpha()
self.mimage = pygame.transform.scale(pygame.image.load("textures/missile.png").convert_alpha(), (30, 10))
# Set the position of the sprite
self.rect = self.image.get_rect(center=pos)
self.x = float(self.rect.centerx)
self.y = float(self.rect.centery)
self.lasers = pygame.sprite.Group()
self.missiles = pygame.sprite.Group()
self.lasersound = pygame.mixer.Sound("sounds/playerlaser2.mp3")
self.explosion_sound = pygame.mixer.Sound("sounds/explosion.ogg")
# for missiles
sprites_per_row = 10
sprites_per_column = 8
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.missile_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), (250,250))
self.missile_frames.append(sprite)
# player properties
self.auto_unlocked = False
self.laser_fired = False
self.missile_fired = False
self.crash = False
self.damaged = False
self.dir = "up"
self.angle = 0
self.weapon = 1
self.missiles_no = 3
self.last_shoot = 0
self.last_missile_shoot = 0
self.hit_by_laser = 0
self.speed_sub = 0.8
self.speed = 0.8
self.maxspeed = 1.75
self.lspeed = 1.5
self.mspeed = 1.5
self.maxlspeed = 12
self.maxmspeed = 5
self.hp = 100
self.maxhp = 200
self.atk = 1
self.matk = 10
self.maxatk = 15
self.shoot_speed = 200
self.max_shoot_speed = 30
self.missile_cooldown = 1000
self.auto_attack = False
def update(self,width,height, gametime, dt, target_fps, missile_explosion):
if self.crash:
self.speed = self.speed_sub * 0.25
else:
self.speed = self.speed_sub
if gametime - self.hit_by_laser > 100 and self.damaged:
self.damaged = False
if self.damaged:
self.image = self.hit_image
else:
self.image = self.normal_image
keys = pygame.key.get_pressed()
# Adjust the speed as needed
if keys[pygame.K_w] and keys[pygame.K_a]:
self.x -= self.speed * (math.sqrt(2)/2) * dt * target_fps
self.y -= self.speed * (math.sqrt(2)/2) * dt * target_fps
self.dir = "left up"
self.angle = 45
elif keys[pygame.K_w] and keys[pygame.K_d]:
self.x += self.speed * (math.sqrt(2)/2) * dt * target_fps
self.y -= self.speed * (math.sqrt(2)/2) * dt * target_fps
self.dir = "right up"
self.angle = 315
elif keys[pygame.K_s] and keys[pygame.K_a]:
self.x -= self.speed * (math.sqrt(2)/2) * dt * target_fps
self.y += self.speed * (math.sqrt(2)/2) * dt * target_fps
self.dir = "left down"
self.angle = 135
elif keys[pygame.K_s] and keys[pygame.K_d]:
self.x += self.speed * (math.sqrt(2)/2) * dt * target_fps
self.y += self.speed * (math.sqrt(2)/2) * dt * target_fps
self.dir = "right down"
self.angle = 225
elif keys[pygame.K_w]:
self.y -= self.speed * dt * target_fps
self.dir = "up"
self.angle = 0
elif keys[pygame.K_s]:
self.y += self.speed * dt * target_fps
self.dir = "down"
self.angle = 180
elif keys[pygame.K_a]:
self.x -= self.speed * dt * target_fps
self.dir = "left"
self.angle = 90
elif keys[pygame.K_d]:
self.x += self.speed * dt * target_fps
self.dir = "right"
self.angle = 270
self.rect.centerx = self.x
self.rect.centery = self.y
if (keys[pygame.K_SPACE]) and (not self.laser_fired) and (not self.auto_attack):
self.shoot()
self.lasersound.play()
self.laser_fired = True
elif not keys[pygame.K_SPACE] and not self.auto_attack:
self.laser_fired = False
if keys[pygame.K_LSHIFT] and self.missiles_no != 0 and (not self.missile_fired):
self.matk = self.atk * 15
self.missiles_no -= 1
self.last_missile_shoot = gametime
self.missile_fired = True
# print(self.rect.centerx, " ", self.rect.centery)
self.missiles.add(Missile(self.mimage, self.rect.centerx, self.rect.centery, self))
elif not keys[pygame.K_LSHIFT]:
if gametime - self.last_missile_shoot > self.missile_cooldown:
self.missile_fired = False
if self.auto_attack:
if gametime - self.last_shoot > self.shoot_speed:
self.last_shoot = gametime
self.shoot()
if self.shoot_speed >= 50:
self.lasersound.play()
# print(self.missiles_no)
if self.rect.x < 0:
self.rect.x = 0
self.x = self.rect.centerx
if self.rect.right > width:
self.rect.right = width
self.x = self.rect.centerx
if self.rect.y < 0:
self.rect.y = 0
self.y = self.rect.centery
if self.rect.bottom > height:
self.rect.bottom = height
self.y = self.rect.centery
# if keys[pygame.K_1]:
# self.weapon = 1
# if keys[pygame.K_2]:
# self.weapon = 2
# if keys[pygame.K_3]:
# self.weapon = 3
self.lasers.update(width, height, dt, target_fps)
self.missiles.update(width, height, missile_explosion, dt, target_fps)
missile_explosion.update(gametime)
# print(self.dir)
def draw(self, surface, offset):
# Draw the sprite on the given surface
rotated_image = pygame.transform.rotate(self.image, self.angle)
self.x += offset[0]
self.y += offset[1]
# Get the rotated rectangle of the spaceship image
self.rect.centerx = int(self.x)
self.rect.centery = int(self.y)
rotated_rect = rotated_image.get_rect(center = (self.rect.centerx, self.rect.centery))
self.x -= offset[0]
self.y -= offset[1]
# Draw the rotated spaceship on the given surface
surface.blit(rotated_image, rotated_rect)
# surface.blit(self.image, self.rect)
for i in self.lasers:
i.draw(surface, offset)
for i in self.missiles:
i.draw(surface, offset)
def shoot(self):
if self.weapon == 1:
laser1 = Laser(self.limage, self.rect.centerx,self.rect.centery, self, 0, "middle")
self.lasers.add(laser1)
elif self.weapon == 2:
if self.dir == "left" or self.dir == "right":
laser1 = Laser(self.limage, self.rect.centerx,self.rect.centery + 7, self, 0, "middle")
laser2 = Laser(self.limage, self.rect.centerx,self.rect.centery - 7, self, 0, "left")
self.lasers.add(laser1, laser2)
if self.dir == "up" or self.dir == "down":
laser1 = Laser(self.limage, self.rect.centerx - 7,self.rect.centery, self, 0, "middle") # right beam for NW to E, left beam for SE to W
laser2 = Laser(self.limage, self.rect.centerx + 7,self.rect.centery, self, 0, "middle")
self.lasers.add(laser1, laser2)
if self.dir == "right up" or self.dir == "right down":
laser1 = Laser(self.limage, self.rect.centerx + 7,self.rect.centery, self, 0, "middle")
laser2 = Laser(self.limage, self.rect.centerx - 7,self.rect.centery, self, 0, "middle")
self.lasers.add(laser1 , laser2)
if self.dir == "left up" or self.dir == "left down":
laser1 = Laser(self.limage, self.rect.centerx + 7,self.rect.centery, self, 0, "middle")
laser2 = Laser(self.limage, self.rect.centerx - 7,self.rect.centery, self, 0, "middle")
self.lasers.add(laser1 , laser2)
elif self.weapon == 3:
if self.dir == "left" or self.dir == "right":
laser1 = Laser(self.limage, self.rect.centerx,self.rect.centery, self, 0, "middle")
laser2 = Laser(self.limage, self.rect.centerx,self.rect.centery + 15, self, 5, "right") # right beam for NW to E, left beam for SE to W
laser3 = Laser(self.limage, self.rect.centerx,self.rect.centery - 15, self, 5, "left")
self.lasers.add(laser1, laser2, laser3)
if self.dir == "up" or self.dir == "down":
laser1 = Laser(self.limage, self.rect.centerx,self.rect.centery, self, 0, "middle")
laser2 = Laser(self.limage, self.rect.centerx - 15,self.rect.centery, self, 5, "right") # right beam for NW to E, left beam for SE to W
laser3 = Laser(self.limage, self.rect.centerx + 15,self.rect.centery, self, 5, "left")
self.lasers.add(laser1, laser2, laser3)
if self.dir == "right up" or self.dir == "right down":
laser1 = Laser(self.limage, self.rect.centerx,self.rect.centery, self, 0, "middle")
laser2 = Laser(self.limage, self.rect.centerx + 15,self.rect.centery, self, 5, "right")
laser3 = Laser(self.limage, self.rect.centerx - 15,self.rect.centery, self, 5, "left")
self.lasers.add(laser1 , laser2, laser3)
if self.dir == "left up" or self.dir == "left down":
laser1 = Laser(self.limage, self.rect.centerx,self.rect.centery, self, 0, "middle")
laser2 = Laser(self.limage, self.rect.centerx + 15,self.rect.centery, self, 5, "left")
laser3 = Laser(self.limage, self.rect.centerx - 15,self.rect.centery, self, 5, "right")
self.lasers.add(laser1 , laser2, laser3)
elif self.weapon == 4:
if self.dir == "left" or self.dir == "right":
laser1 = Laser(self.limage, self.rect.centerx,self.rect.centery, self, 0, "middle")
laser2 = Laser(self.limage, self.rect.centerx,self.rect.centery + 15, self, 3, "right") # right beam for NW to E, left beam for SE to W
laser3 = Laser(self.limage, self.rect.centerx,self.rect.centery - 15, self, 3, "left")
laser4 = Laser(self.limage, self.rect.centerx,self.rect.centery + 30, self, 8, "right")
laser5 = Laser(self.limage, self.rect.centerx,self.rect.centery - 30, self, 8, "left")
self.lasers.add(laser1, laser2, laser3, laser4, laser5)
if self.dir == "up" or self.dir == "down":
laser1 = Laser(self.limage, self.rect.centerx,self.rect.centery, self, 0, "middle")
laser2 = Laser(self.limage, self.rect.centerx - 15,self.rect.centery, self, 3, "right") # right beam for NW to E, left beam for SE to W
laser3 = Laser(self.limage, self.rect.centerx + 15,self.rect.centery, self, 3, "left")
laser4 = Laser(self.limage, self.rect.centerx - 30,self.rect.centery, self, 8, "right")
laser5 = Laser(self.limage, self.rect.centerx + 30,self.rect.centery, self, 8, "left")
self.lasers.add(laser1, laser2, laser3, laser4, laser5)
if self.dir == "right up" or self.dir == "right down":
laser1 = Laser(self.limage, self.rect.centerx,self.rect.centery, self, 0, "middle")
laser2 = Laser(self.limage, self.rect.centerx + 15,self.rect.centery, self, 3, "right")
laser3 = Laser(self.limage, self.rect.centerx - 15,self.rect.centery, self, 3, "left")
laser4 = Laser(self.limage, self.rect.centerx + 30,self.rect.centery, self, 8, "right")
laser5 = Laser(self.limage, self.rect.centerx - 30,self.rect.centery, self, 8, "left")
self.lasers.add(laser1, laser2, laser3, laser4, laser5)
if self.dir == "left up" or self.dir == "left down":
laser1 = Laser(self.limage, self.rect.centerx,self.rect.centery, self, 0, "middle")
laser2 = Laser(self.limage, self.rect.centerx - 15,self.rect.centery, self, 3, "right")
laser3 = Laser(self.limage, self.rect.centerx + 15,self.rect.centery, self, 3, "left")
laser4 = Laser(self.limage, self.rect.centerx - 30,self.rect.centery, self, 8, "right")
laser5 = Laser(self.limage, self.rect.centerx + 30,self.rect.centery, self, 8, "left")
self.lasers.add(laser1, laser2, laser3, laser4, laser5)