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Copy pathPlayer_Class_2.py
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225 lines (152 loc) · 5.88 KB
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#!/usr/bin/python
import serial
import time
ser = serial.Serial('/dev/ttyACM1', 9600)
Input = [0, 0, 0, 0, 0, 0]
print('Horizontal Vertical Shooting Steering Other Pause')
def Update(Input): #UPDATES DATA READINGS
ser.write(b'`') #tells arduino it wants some readings
val1 = ser.readline().strip() #reads all input at once as a string
if (len(val1) != 0): #makes sure not empty
rawArray = val1.decode().split(' ') #generates array with ' ' delimiter
if (len(rawArray) == 6): #gets rid of first garbage read
Input[0] = int(rawArray[0])
Input[1] = int(rawArray[1])
Input[2] = int(rawArray[2])
Input[3] = str(rawArray[3])
Input[4] = int(rawArray[4])
Input[5] = int(rawArray[5])
#val1 = ser.readline().strip() #reads all input at once as a string
#if (len(val1) != 0): #makes sure not empty
# testArray = str(val1).split(' ') #generates array with ' ' delimiter
# if (len(testArray) == 6): #gets
# print (testArray)
# time.sleep(1)print('Reading...')
import pygame
import random
import math
pygame.init()
size = [1560, 900]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Will Clark's Game")
BLACK = ( 0, 0, 0)
WHITE = [255, 255, 255]
RED = (255, 0, 0)
RESPONSE = 0.005
clock = pygame.time.Clock()
class Turret(pygame.sprite.Sprite):
def __init__(self):
pygame.init()
pygame.sprite.Sprite.__init__(self)
# Sets up the image and Rect
self.image = pygame.image.load("tankGun.png").convert_alpha()
self.image.set_colorkey([0,0,0,0])
self.rect = self.image.get_rect()
self.rect.centerx = size[0] / 2
self.rect.centery = size[1] / 2
self.image2 = self.image
def update(self, xpos, ypos, angle):
self.rect.centerx = xpos
self.rect.centery = ypos
self.image = pygame.transform.rotate(self.image2, angle)
self.rect = self.image.get_rect(center=self.rect.center)
class Tank(pygame.sprite.Sprite):
def __init__(self, bullet_list):
pygame.init()
pygame.sprite.Sprite.__init__(self)
self.still_alive = True # It was a triumph.
# Sets up the image and Rect
self.image = pygame.image.load("Chassis.png").convert_alpha()
self.image.set_colorkey([0,0,0,0])
self.rect = self.image.get_rect()
self.rect.centerx = size[0] / 2
self.rect.centery = size[1] / 2
self.image2 = self.image
self.angle = 0
self.speedx = -600
self.speedy = 300
self.accelx = 78
self.accely = -38.0
self.bullet_list = bullet_list
self.turret = Turret()
self.turret_rot = 0
self.turret_angle = 200
def getType():
return "Player"
def firebullet(self):
fire_angle = angle + turret_angle # angle in degrees
def inputFromController(self, xjoy, yjoy, turret_rot):
self.accelx = xjoy
self.accely = yjoy
if (turret_rot == "L"):
self.turret_rot = 1
elif (turret_rot == "R"):
self.turret_rot = -1
else:
self.turret_rot = 0
def collideImmutable(self, immutable_list):
immutCollisionList = pygame.sprite.spritecollide(self, immutable_list, False)
if not immutCollisionList:
return False
else:
return True
def collideDestructable(self, destructable_list):
destructCollisionList = pygame.sprite.spritecollide(self, destructable_list, True)
if not destructCollisionList:
return 0
elif (self.speedx / math.cos(self.playerAngle) > 500):
self.speed.x = 0
self.speed.y = 0
return 1
else:
return 2
def rotate(self):
self.image = pygame.transform.rotate(self.image2, self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
def update(self, immutable_list, destructable_list):
if self.still_alive:
self.turret_angle += 10 * self.turret_rot
self.rotate()
# self.turret_angle += 30
# self.angle -=10
oldxpos = self.rect.centerx
oldypos = self.rect.centery
self.speedx += self.accelx
self.speedy += self.accely
self.speedx *= 0.95
self.speedy *= 0.95
self.rect.centerx += self.speedx * RESPONSE
self.rect.centery += self.speedy * RESPONSE
self.angle = math.atan2(self.speedx, self.speedy) * 180 / math.pi
#self.image = pygame.transform.rotate(self.image2, self.angle)
if (self.collideImmutable(immutable_list) or self.collideDestructable(destructable_list) == 2):
self.rect.centerx = oldxpos
self.rect.centery = oldypos
self.speedx = 0
self.speedy = 0
self.turret.update(self.rect.centerx, self.rect.centery, self.angle + self.turret_angle)
def render(self):
# screen.blit(self.image, (self.rect))
# screen.blit(self.turret.image, (self.turret.rect))
rendering = pygame.sprite.Group()
rendering2 = pygame.sprite.Group()
rendering.add(self)
rendering2.add(self.turret)
rendering.draw(screen)
rendering2.draw(screen)
tank = Tank(14)
immut = pygame.sprite.Group()
destruct = pygame.sprite.Group()
done = False
while done == False:
screen.fill(WHITE)
Update(Input)
tank.inputFromController(Input[0], Input[1], Input[3])
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
tank.update(immut, destruct)
tank.render()
pygame.display.flip()
clock.tick(20)
pygame.quit()