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ship.py
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ship.py
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"""This module contains Ship class which represents space ship."""
from random import randint
import pygame
from sound_box import get_sound_box
import explosions
from view_point import ViewPoint
from laser import Laser
from animated_sprite import AnimatedSprite
SHIP_FILE = 'ship.png'
SHIP_MOVEMENT = 4
LASER_OFFSET_X = 4
LASER_OFFSET_Y = 64
JET_FILE = 'jet.png'
JET_FRAME_COLS = 8
JET_FRAME_ROWS = 4
JET_OFFSET_X = 48
JET_OFFSET_Y = 2
STATUS_NORMAL = 0
STATUS_INACTIVE = 1
STATUS_EXPLODING = 2
STATUS_RESTORING = 3
STATUS_AUTO = 4
PROGRESS_MAX = 90
EXPLOSIONS_MAX = 3
BLINKING_GAP = 5
class Ship():
"""The ship class encapsulates absolute coordinates (x, y) of the
upper-left corner, image, bitmask for collision detection, vertical
speed, moving and shooting status, ship status itself, laser and
jets objects."""
def __init__(self, scr, view_point, explosions):
"""Input parameters:
scr - Surface for drawing;
view_point - ViewPoint class instance;
explosions - Explosions class instance for ship destroying."""
self.scr = scr
self.view_pt = view_point
self.explosions = explosions
self.image = pygame.image.load(f'img/{SHIP_FILE}')
self.mask = pygame.mask.from_surface(self.image)
self.rect = self.image.get_rect()
self.x = - (self.rect.width / 2)
self.y = self.rect.height
self._update_rect()
self.laser = Laser(self.scr, self.view_pt)
self._update_laser_pos()
self.jet_image = pygame.image.load(f'img/{JET_FILE}')
self.jets = {
'left': AnimatedSprite(
self.jet_image, self.scr, self.view_pt, JET_FRAME_COLS,
JET_FRAME_ROWS, reverse=True),
'right': AnimatedSprite(
self.jet_image, self.scr, self.view_pt, JET_FRAME_COLS,
JET_FRAME_ROWS, reverse=True),
}
self._update_jets_pos()
self.speed = 0
self._reset_user_control()
self.status = STATUS_NORMAL
self._reset_progress()
def _reset_user_control(self):
self.moving_up = False
self.moving_down = False
self.moving_left = False
self.moving_right = False
self.shooting = False
def _reset_progress(self):
# Ship destructive explosion is continuous process which status
# keeps self.progress attribute
self.progress = 0
# Keeps key points of the progress where explosions must be created
self.key_frames = []
def _update_laser_pos(self):
self.laser.set_origin(self.x + (self.rect.width / 2) + LASER_OFFSET_X,
self.y - LASER_OFFSET_Y)
def _update_rect(self):
self.rect.x = self.view_pt.x_to_scr(self.x)
self.rect.y = self.view_pt.y_to_scr(self.y)
def get_center(self):
"""Returns point (x, y) with absolute ship center coordinates."""
return (self.x + self.rect.width / 2, self.y - self.rect.height / 2)
def update(self):
"""Call before any collision detection, drawing ship, etc."""
full_speed = self.speed + self.acceleration * (self.y ** 1.2)
if self.status in (STATUS_NORMAL, STATUS_RESTORING, STATUS_AUTO):
self.y += full_speed
if self.status == STATUS_NORMAL and self.shooting:
self.laser.shoot()
if self.status == STATUS_NORMAL or self.status == STATUS_RESTORING:
if self.moving_left:
self.x -= SHIP_MOVEMENT
if self.moving_right:
self.x += SHIP_MOVEMENT
if self.acceleration == 0:
# Don't move vertically if acceleration > 0
if self.moving_up:
self.y += SHIP_MOVEMENT
if self.moving_down:
self.y -= SHIP_MOVEMENT
if self.status == STATUS_EXPLODING:
self.progress += 1
if self.progress in self.key_frames:
self._add_explosion()
if self.progress >= PROGRESS_MAX:
self._add_explosion(
self.rect.center,
explosion_ind=explosions.DOUBLE_EXPLOSION_IND)
self._reset_progress()
self.status = STATUS_INACTIVE
if self.status == STATUS_RESTORING:
self.progress += 1
if self.progress >= PROGRESS_MAX:
self._reset_progress()
self.status = STATUS_NORMAL
self.view_pt.set_speed(full_speed)
self.view_pt.set_trace_point(self.get_center())
self._update_rect()
self._update_laser_pos()
self.laser.update()
self._update_jets_pos()
def set_speed(self, speed):
self.speed = speed
def set_acceleration(self, acceleration):
self.acceleration = acceleration
def _update_jets_pos(self):
bottom = self.y - self.rect.height
centerx = self.x + (self.rect.width - self.jets['left'].rect.width) / 2
self.jets['left'].x = centerx - JET_OFFSET_X
self.jets['right'].x = centerx + JET_OFFSET_X
self.jets['left'].y = bottom - JET_OFFSET_Y
self.jets['right'].y = bottom - JET_OFFSET_Y
self.jets['left'].update()
self.jets['right'].update()
def is_visible(self):
"""This method helps with implementing 'blinking' effect."""
if self.status == STATUS_INACTIVE:
return False
elif self.status == STATUS_EXPLODING:
return (self.progress % int(self.progress / 10 + 1)) == 0
elif self.status == STATUS_RESTORING:
return ((self.progress // BLINKING_GAP) % 2) == 0
else:
#At this point self.status in [STATUS_NORMAL, STATUS_AUTO]
return True
def draw(self):
if self.is_visible():
self.laser.draw()
for jet in self.jets.values():
jet.draw()
jet.next_frame()
self.scr.blit(self.image, self.rect)
def _add_explosion(self, point=None, explosion_ind=None):
"""If specified - point parameter contains screen coordinates
of explosion."""
if point:
x = self.view_pt.scr_to_x(point[0])
y = self.view_pt.scr_to_y(point[1])
else:
x = self.view_pt.scr_to_x(randint(self.rect.left, self.rect.right))
y = self.view_pt.scr_to_y(randint(self.rect.top, self.rect.bottom))
if explosion_ind:
self.explosions.add(x, y, explosion_ind)
else:
self.explosions.add(x, y)
def explode(self, collide_point=None):
"""Starts ship explosion process. If specified collide_point
has absolute coordinates of destructive collision."""
if self.status != STATUS_NORMAL:
return False
get_sound_box().play_multi_explosion()
self.status = STATUS_EXPLODING
self._reset_progress()
self._add_explosion()
if collide_point:
self.explosions.add(collide_point[0], collide_point[1],
explosions.SMALL_EXPLOSION_IND)
for i in range(EXPLOSIONS_MAX - 1):
self.key_frames.append(randint(1, PROGRESS_MAX - 1))
return True
def set_autopilot(self):
"""Imperatively disables player control of the ship.
The only way to return the control is to call restore()."""
self.status = STATUS_AUTO
def set_center(self, center_x, center_y):
"""Sets the absolute center coordinates of the ship."""
self.x = center_x - (self.rect.width / 2)
self.y = center_y + (self.rect.height / 2)
self._update_rect()
def restore(self, center_point=None, reset_control=False):
"""Restores ship after destruction or just assigning special
'restoring' status (blinking and temporary invincibility).
Input parameters:
center_point - new absolute coordinates of the ship
(no changing position if None);
reset_control - if True then stops moving left/right/up/down
and shooting; useful to avoid glitch when game level starts."""
if self.status not in [STATUS_NORMAL, STATUS_INACTIVE, STATUS_AUTO]:
return False
self.status = STATUS_RESTORING
self._reset_progress()
if reset_control:
self._reset_user_control()
if center_point:
self.set_center(center_point[0], center_point[1])
return True