/
steamboat.py
executable file
·144 lines (113 loc) · 4.21 KB
/
steamboat.py
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import pygame
import math
from water import Water
import util
from locals import *
def init():
Steamboat.image = util.load_image("laiva")
Steamboat.death_sound = util.load_sound("blub")
class Steamboat(pygame.sprite.Sprite):
image = None
death_sound = None
def __init__(self):
pygame.sprite.Sprite.__init__(self)
if not Steamboat.image or not Steamboat.death_sound:
steamboat.init()
self.image = Steamboat.image
self.rect = pygame.Rect(50, 20, self.image.get_width(), self.image.get_height())
self.area = pygame.Rect(100, 100, 100, 100)
self.hitmask = pygame.surfarray.array_alpha(self.image)
self.health = 5
self.jumping = False
self.taking_damage = False
self.moving_right = False
self.moving_left = False
self.shooting = False
self.angle = 0
self.target_angle = 0
self.dying = False
self.dead = False
self.splash = False
self.steam = []
self.dx, self.dy = 0,0
self.t = 0
def update(self):
water_levels = [Water.global_water.get_water_level(self.rect.left),
Water.global_water.get_water_level(self.rect.centerx),
Water.global_water.get_water_level(self.rect.right)]
self.splash = False
if self.dying:
angle = 0.1 * self.target_angle + 0.9 * self.angle
self.update_angle(angle)
self.rect.top += self.dy
self.dy += 1
if self.rect.bottom > water_levels[1]:
self.dy *= 0.8
if self.rect.top >= SCREEN_HEIGHT:
self.dead = True
return
if self.moving_left and not self.moving_right:
self.dx = -2
elif self.moving_right:
self.dx = 2
else:
self.dx = 0
if self.rect.bottom > water_levels[1]:
if self.jumping:
self.splash = True
self.jumping = False
plap = self.rect.bottom - water_levels[1]
self.dy *= 0.8
if self.rect.top > water_levels[1]:
self.dy -= 2
else:
self.dy -= (self.rect.bottom - water_levels[1]) * 0.25
self.target_angle = 180.0 / math.pi * math.atan((water_levels[0] - water_levels[2]) / 32.0) + math.sin(self.t * 0.05) * 5
else:
self.jumping = True
self.dy += 1
self.rect.left += self.dx
self.rect.top += self.dy #move((self.dx, self.dy))
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
self.t += 1
self.update_angle(self.angle * 0.8 + self.target_angle * 0.2)
def update_angle(self, angle):
self.angle = angle
self.image = pygame.transform.rotate(Steamboat.image, angle)
self.rect.width = self.image.get_width()
self.rect.height = self.image.get_height()
self.hitmask = pygame.surfarray.array_alpha(self.image)
def jump(self):
if not self.dying:
if not self.jumping:
self.jumping = True
self.dy = -10
#self.target_angle += 45
#self.update_angle(-25)
def move_left(self, bool):
if not self.dying:
if bool:
self.moving_left = True
else:
self.moving_left = False
def move_right(self, bool):
if not self.dying:
if bool:
self.moving_right = True
else:
self.moving_right = False
def get_point(self, point):
dx = point[0] - self.image.get_rect().centerx
dy = point[1] - self.image.get_rect().centery
new_point = [-dy * math.sin(-math.pi / 180.0 * self.angle) + dx * math.cos(-math.pi / 180.0 * self.angle),
dy * math.cos(-math.pi / 180.0 * self.angle) + dx * math.sin(-math.pi / 180.0 * self.angle)]
return new_point
def die(self):
if not self.dying:
Steamboat.death_sound.play(3, 0)
self.dying = True
self.dy = -5
self.target_angle = -90