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Copy pathplayer.py
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86 lines (68 loc) · 2.81 KB
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import pygame
from circleshape import CircleShape
from constants import *
from shot import Shot
#Player class that inherits from CircleShape class
class Player(CircleShape):
def __init__(self, x: float, y: float) -> None:
super().__init__(x, y, PLAYER_RADIUS)
self.rotation = 0
self.cooldown_timer = 0
# A player will look like a triangle, even though we'll use a circle to represent its hitbox.
def triangle(self) -> list[pygame.Vector2]:
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]
# override draw() method from CircleShape class
def draw(self, screen) -> None:
#Draws a polygon on the given surface
#https://www.pygame.org/docs/ref/draw.html#pygame.draw.polygon
pygame.draw.polygon(screen, "white", self.triangle(), LINE_WIDTH)
# add PLAYER_TURN_SPEED * dt to player's current rotation
def rotate(self, dt: float) -> None:
self.rotation += PLAYER_TURN_SPEED * dt
# player moving method
# will modify player's position
# this is the provided method
# vector math
def move(self, dt: float) -> None:
unit_vector = pygame.Vector2(0,1)
rotated_vector = unit_vector.rotate(self.rotation)
rotated_with_speed_vector = rotated_vector * PLAYER_SPEED * dt
self.position += rotated_with_speed_vector
# shoot method
def shoot(self) -> None:
# if timer's not up, shoot() don't respond, i.e. early termination
if self.cooldown_timer > 0:
return None
# else: timer's up, the main logic of shoot() is below:
self.cooldown_timer = PLAYER_SHOOT_COOLDOWN_SECONDS
shot = Shot(self.position.x, self.position.y, SHOT_RADIUS)
shot.velocity = pygame.Vector2(0,1)
rotated_vector = shot.velocity.rotate(self.rotation)
rotated_with_speed_vector = rotated_vector * PLAYER_SHOOT_SPEED
shot.velocity += rotated_with_speed_vector
#
def update(self, dt: float) -> None:
keys = pygame.key.get_pressed()
# rotate left (A)
if keys[pygame.K_a]:
self.rotate(0-dt)
# rotate right (D)
if keys[pygame.K_d]:
self.rotate(dt)
# move up (W)
if keys[pygame.K_w]:
self.move(dt)
# move down (S)
if keys[pygame.K_s]:
self.move(0-dt)
# player shoots (SPACE_BAR)
if keys[pygame.K_SPACE]:
self.shoot()
# every time update() is called,
# decrease shoot timer by dt (change in time)
self.cooldown_timer -= dt