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"""
base_sprite - contains BaseSprite class.
"""
import pygame
import crashteroidsconfig
class BaseSprite(pygame.sprite.Sprite):
"""
BaseSprite - handles all common sprite data and functionality
for sprites in crashteroids.
"""
def __init__(self, sprite_image):
"""Creates a BaseSprite. Sets the sprite's initial screen
position, so this should be called by subclasses before they
make any changes positioning.
arguments:
sprite_image - path to image file to use for the sprite.
"""
self.__init_position()
#acceleration_divisor determines how fast a sprite
#accelerates. The hight the divisor, the slower the
#acceleration.
self.acceleration_divisor = 3 #accelerate at 1/3 speed
#rotation_rate determines how many degrees the sprite will
#rotate witch each tick while rotating.
self.rotation_rate = 15 #makes 360/14 = 24 orientations
pygame.sprite.Sprite.__init__(self)
#load the image and shave a few pixels from the rect
#maintain a master image to avoid image corruption due to
#multiple transformations of an image
self.master_image = pygame.image.load(sprite_image)
self.image = self.master_image
self.rect = self.image.get_rect()
#make the rect for the sprite slightly smaller than the
#sprite image to accomedate non-rectangular images
self.rect.height -= 5
self.rect.width -= 5
self.update_image()
def __init_position(self):
"""init_position - initializes values for positioning, and provides
a default position implemention, places the sprite in the center of
the screen.
"""
self.orientation = 0
self._rotating_right = False
self._rotating_left = False
self.velocity_x = 0
self.velocity_y = 0
self._accelerating = False
self.x = 400
self.y = 240
self.max_velocity = 50
def start_rotation_right(self):
"""
start_rotation_right - set sprite to rotate clockwise by
degrees set in rotation_rate on each call to update().
"""
self._rotating_right = True
def start_rotation_left(self):
"""
start_rotation_left - set sprite to rotate counter-clockwise by
degrees set in rotation_rate on each call to update().
"""
self._rotating_left = True
def stop_rotating_right(self):
"""
stop_rotating_right - set the sprite to stop rotating on each tick
"""
self._rotating_right = False
def stop_rotating_left(self):
"""
stop_rotating_right - set the sprite to stop rotating on each tick
"""
self._rotating_left = False
def accelerate(self):
"""
accelerate - set the sprite to accelerate up to the max_acceleration
on each tick
"""
self._accelerating = True
def stop_acceleration(self):
"""
accelerate - set the sprite to stop accelateration
on each tick
"""
self._accelerating = False
def update(self):
"""update - update internal data and position
"""
#update the orientation
if self._rotating_left:
self.orientation += self.rotation_rate
if self.orientation >= 360:
self.orientation = 0
if self._rotating_right:
self.orientation -= self.rotation_rate
if self.orientation < 0:
self.orientation = 360 - self.rotation_rate
#change the image if rotating
if self._rotating_left or self._rotating_right:
self.update_image()
#adjust the velocity based on orientation
up = 360/self.rotation_rate
right = up/4
down = up/2
left = right * 3
if self._accelerating:
num = (up - self.orientation/self.rotation_rate)
if num == up:
num = 0
if num <= right:
self.velocity_x += num
self.velocity_y -= right - num
elif num <= down:
self.velocity_x += down - num
self.velocity_y += num - right
elif num <= left:
self.velocity_x -= num - down
self.velocity_y += left - num
elif num < up:
self.velocity_x -= up - num
self.velocity_y -= num - left
#set the velocity is within bounds
if self.velocity_x > self.max_velocity:
self.velocity_x = self.max_velocity
if self.velocity_y > self.max_velocity:
self.velocity_y = self.max_velocity
if self.velocity_x < 0 - self.max_velocity:
self.velocity_x = 0 - self.max_velocity
if self.velocity_y < 0 - self.max_velocity:
self.velocity_y = 0 - self.max_velocity
#adjust the location, raise accelrationDivisor to slow down
self.x += self.velocity_x/self.acceleration_divisor
self.y += self.velocity_y/self.acceleration_divisor
#wrap the sprite around the screen, maintain "hyper zone"
if self.x > 800:
self.x = 0 - self.rect.height
if self.y > 480:
self.y = 0 - self.rect.width
if self.x < 0 - self.rect.width:
self.x = 800
if self.y < 0 - self.rect.height:
self.y = 480
self.rect.topleft = [self.x,self.y]
def update_image(self):
oldCenter = self.rect.center
self.image = pygame.transform.rotate(self.master_image,self.orientation)
self.rect = self.image.get_rect()
#make a buffer so sprites can appear closer together
self.rect.width -= 5
self.rect.height -= 5
self.rect.center = oldCenter
def explode(self):
self.kill()#remove self from any spritegroups by default
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