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Nuke.py
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Nuke.py
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import pygame, sys, math, random
from Ship import *
width = 1100
height = 900
class Nuke(pygame.sprite.Sprite):
def __init__(self, image, startPos = [0,0]):
pygame.sprite.Sprite.__init__(self, self.containers)
self.image = pygame.transform.scale(pygame.image.load(image),[45,120])
self.rect = self.image.get_rect()
self.radius = (self.rect.width/2 + self.rect.height/2)/2
self.living = True
self.kind = "nuke"
self.speedx = 0
self.speedy = 0
self.rect = self.rect.move(startPos)
self.speed = [self.speedx, self.speedy]
self.drop = False
self.detonate = 1
self.lives = 1
if self.drop == True:
print "INITiATING"
self.explodeImages = [pygame.image.load("Asteroid/images/nukeboom1.png"),
pygame.image.load("Asteroid/images/nukeboom2.png"),
pygame.image.load("Asteroid/images/nukeboom3.png"),
pygame.image.load("Asteroid/images/nukeboom4.png"),
pygame.image.load("Asteroid/images/nukeboom5.png"),
pygame.image.load("Asteroid/images/nukeboom6.png"),
pygame.image.load("Asteroid/images/nukeboom7.png")]
self.explode = False
self.images = self.explodeImages
self.frame = 0;
self.maxFrame = len(self.images)-1
self.aniTimer = 0
self.aniTimerMax = 60/10
if self.speed == 0:
self.living = False
def alive(self, lives):
if self.lives <= 0:
self.living = False
def go(self, d):
if d == "drop":
self.speedy = 3
# self.rect = self.rect.move(self.speed)
if d == "hold":
self.speedy = 0
def animate(self):
if self.aniTimer < self.aniTimerMax:
self.aniTimer += 1
else:
self.aniTimer = 0
if self.frame < self.maxFrame:
self.frame += 1
else:
self.kill()
self.image = self.images[self.frame]
self.rect = self.image.get_rect(center = self.rect.center)
def exploding(self):
pass
def getDist(self, pt):
x1 = self.rect.centerx
y1 = self.rect.centery
x2 = pt[0]
y2 = pt[1]
return math.sqrt((x2-x1)**2 + (y2-y1)**2)
def collideShip(self, other):
if not(self == other):
self.living = False
self.lives -= 1
def collideAsteroid(self, other):
if not(self == other):
self.living = False
def move(self):
self.speed = [self.speedx, self.speedy]
self.rect = self.rect.move(self.speed)
def update(*args):
self = args[0]
size = args[1]
if self.rect.centery >= 400:
self.detonate = 2
self.animate()
self.alive(self.lives)
self.move()