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Copy pathplayer.py
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104 lines (93 loc) · 3.84 KB
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"Imports"
from bullet import Bullet
class Player:
"player class"
def __init__(self, x, y, screen, pygame):
self.image = pygame.image.load("player.png")
self.screen = screen
self.pygame = pygame
self.rect = pygame.Rect(x, y, 38, 38)
self.hitbox = (self.rect.x, self.rect.y, 60, 60)
self.previous_time = pygame.time.get_ticks()
self.bullet_img = pygame.image.load("bullet.png")
self.bullets = []
self.reloading = False
self.contor = 0
self.score = 0
self.is_over = False
def draw(self, myfont):
"Player and player bullet drawing"
self.screen.blit(self.image, (self.rect.x, self.rect.y))
self.hitbox = (self.rect.x, self.rect.y, 64, 62)
self.rect = self.pygame.Rect(self.rect.x, self.rect.y, 64, 62)
self.pygame.draw.rect(self.screen, (255, 0, 0), self.hitbox, 2)
for bull in self.bullets:
if bull.state == "fire":
bull.draw()
bull.move()
if self.reloading:
textsurface = myfont.render(
'reloading!', False, (255, 0, 0))
self.screen.blit(textsurface, (self.rect.x, self.rect.y))
if self.is_over:
game_over = "Game Over"
gameover_surface = myfont.render(game_over, False, (255, 0, 0))
self.screen.blit(gameover_surface, (400, 300))
def move(self, keys_pressed, screen_rect):
"Player movement method"
if not self.is_over:
if keys_pressed[self.pygame.K_LEFT]:
self.rect.x -= 5
if keys_pressed[self.pygame.K_RIGHT]:
self.rect.x += 5
if keys_pressed[self.pygame.K_UP]:
self.rect.y -= 5
if keys_pressed[self.pygame.K_DOWN]:
self.rect.y += 5
else:
self.rect.x = 390
self.rect.y = 480
self.rect.clamp_ip(screen_rect)
def pewpew2(self, keys_pressed):
"Player shooting method"
current_time = self.pygame.time.get_ticks()
if(self.contor == 9 and (current_time - self.previous_time) > 1000):
self.reloading = False
self.previous_time = current_time
self.contor = 0
if (keys_pressed[self.pygame.K_SPACE] and
(current_time - self.previous_time > 380) and
self.reloading is False and not self.is_over):
if self.contor < 10:
self.bullets.append(
Bullet(self.rect.x, self.rect.y, self.bullet_img, self.screen, self.pygame))
for bull in self.bullets:
if bull.state == "ready":
if bull.state != "fire":
self.previous_time = current_time
bull.state = "fire"
bull.set_bullet(self.rect.x, self.rect.y)
self.contor += 1
if self.contor == 9:
self.reloading = True
for bull in self.bullets:
if bull.state == "gone":
self.bullets.remove(bull)
def bullet_collision(self, enemy):
"Bullet with enemy collisision method"
for bull in self.bullets:
if bull.state == "fire":
if bull.rect.colliderect(enemy.rect):
bull.state = "gone"
self.score += 1
return True
def player_collision(self, enemy):
"Player collision with enemy method"
if self.rect.colliderect(enemy.rect):
self.is_over = True
def check_enemy_bullet_collision(self, enemy_bullet):
"Check enemy bullet collision with player method"
if enemy_bullet.colliderect(self.rect):
self.is_over = True
def return_isOver(self):
return self.is_over