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objects.py
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138 lines (132 loc) · 4.56 KB
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import random, pygame
class Object(pygame.sprite.Sprite):
def __init__(self, x, y, screen):
pygame.sprite.Sprite.__init__(self)
self.screen = screen
self.angle = 0
self.vel = pygame.math.Vector2() #velocity vector
self.pos = pygame.math.Vector2(x, y) #pos vector
self.accel = pygame.math.Vector2() #acceleration vector
self.height = 0
self.width = 0
self.image = pygame.Surface((self.height, self.width))
self.original = self.image
self.rect = self.image.get_rect()
self.rect.center = self.pos
self.isAlive = True
def move(self):
self.pos += self.vel
def checkBounds(self):
while 1:
if self.pos[0] > self.screen.get_width():
self.pos = pygame.math.Vector2(10 , self.pos[1])
elif self.pos[0] < 0:
self.pos = pygame.math.Vector2(self.screen.get_width() - 10, self.pos[1])
elif self.pos[1] > self.screen.get_height():
self.pos = pygame.math.Vector2(self.pos[0], 10)
elif self.pos[1] < 0:
self.pos = pygame.math.Vector2(self.pos[0], self.screen.get_height() - 10)
else:
break
def rotate(self):
self.image = self.original
self.image = pygame.transform.rotate(self.image, self.angle)
def update(self):
pass
def death(self, group):
pass
class Player(Object):
def __init__(self, x, y, screen):
Object.__init__(self, x, y, screen)
self.height = 20
self.width = 10
self.image = pygame.Surface((self.height, self.width * 2))
self.image.fill((255, 255, 255))
self.original = self.image
self.rect = self.image.get_rect()
pygame.draw.polygon(self.image, (255, 0, 0), [(self.width, 0), (0, self.height), (self.width * 2, self.height)])
def move(self):
if self.vel.length() < 6:
self.vel += self.accel
self.vel *= .95
else:
self.vel *= .8
self.pos += self.vel
def accelerate(self, mag):
self.accel = pygame.math.Vector2(0, -mag)
self.accel.rotate_ip(-self.angle)
def fire(self, group):
group.add(Bullet(self.pos, self.angle, self.screen))
def update(self):
self.rotate()
self.move()
self.checkBounds()
self.rect.center = self.pos
self.accel = pygame.math.Vector2()
class Bullet(Object):
def __init__(self, pos, angle, screen):#pos is a position vector and player is a player object
Object.__init__(self, pos[0], pos[1], screen)
self.radius = 3
self.vel = pygame.math.Vector2(0, -8)
self.vel.rotate_ip(-angle)
self.image = pygame.Surface((2 * self.radius, 2 * self.radius))
self.image.fill((255, 255, 255))
self.rect = self.image.get_rect()
pygame.draw.circle(self.image, (0, 0, 0), (int(self.radius), int(self.radius)), self.radius)
def checkBounds(self):
if self.pos[0] > self.screen.get_width() or self.pos[0] < 0 or self.pos[1] > self.screen.get_height() or self.pos[1] < 0:
self.isAlive = False
def update(self):
self.move()
self.checkBounds()
self.rect.center = self.pos
class Asteroid(Object):
def __init__(self, screen, height, width, pos):
Object.__init__(self, pos[0], pos[1], screen)
self.height = height
self.width = width
self.image = pygame.Surface((self.width, self.height))
self.original = self.image
self.image.fill((255, 255, 0))
self.rect = self.image.get_rect()
self.vel = pygame.math.Vector2(random.randint(1, 4), random.randint(1, 4))
def update(self):
self.angle += 1
self.rotate()
self.move()
self.checkBounds()
self.rect.center = self.pos
class LargeAsteroid(Asteroid):
def __init__(self, screen):
while 1:
self.pos = pygame.math.Vector2(random.randint(10, screen.get_width() - 10 ), random.randint(10, screen.get_height() - 10))
if self.pos[0] < (screen.get_width() / 2) - 80 or self.pos[0] > (screen.get_width() / 2) + 80 or self.pos[1] < (screen.get_height() / 2) - 80 or self.pos[1] > (screen.get_height() / 2) + 80:
break
self.height = 40
self.width = 40
Asteroid.__init__(self, screen, self.height, self.width, self.pos)
def death(self, group):
group.remove(self)
group.add(LargeAsteroid(self.screen))
group.add(MediumAsteroid(self.screen, self.pos, -1))
group.add(MediumAsteroid(self.screen, self.pos, 1))
class MediumAsteroid(Asteroid):
def __init__(self, screen, pos, mag):
self.pos = pos
self.height = 20
self.width = 20
Asteroid.__init__(self, screen, self.height, self.width, self.pos)
self.vel *= mag
def death(self, group):
group.remove(self)
group.add(SmallAsteroid(self.screen, self.pos, -1))
group.add(SmallAsteroid(self.screen, self.pos, 1))
class SmallAsteroid(Asteroid):
def __init__(self, screen, pos, mag):
self.pos = pos
self.height = 10
self.width = 10
Asteroid.__init__(self, screen, self.height, self.width, self.pos)
self.vel *= mag
def death(self, group):
group.remove(self)