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bird.py
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import pygame
import neat
class Bird:
MAX_ROTATION = 25
ROT_VEL = 20
ANIMATION_TIME = 5
def __init__(self, x, y, bird_imgs):
self.x = x
self.y = y
self.tilt = 0
self.tick_count = 0
self.velocity = -10
self.image_count = 0
self.jumped_at = 0
self.IMGS = bird_imgs
self.img = self.IMGS[0]
def jump(self):
self.vel = -10.5
self.tick_count = 0
self.jumped_at = self.y
def move(self):
self.tick_count += 1
d = self.velocity*self.tick_count + 1.5*self.tick_count**2
if d >= 16:
d = (d/abs(d)) * 16
# s = ut + (1/2)a(t*t) lol
if d < 0:
d -= 2
self.y = self.y + d
if d < 0 or (self.y < self.jumped_at + 50):
if self.tilt < self.MAX_ROTATION:
self.tilt = self.MAX_ROTATION
else:
if self.tilt > -90:
self.tilt -= self.ROT_VEL
# print(self.x, self.y, d, self.tick_count)
def draw(self, win):
self.image_count += 1
cycle_pos = self.image_count // self.ANIMATION_TIME
# print(self.image_count, cycle_pos)
if cycle_pos == 3:
if self.image_count % self.ANIMATION_TIME == 1:
self.img = self.IMGS[0]
self.image_count = 0
else:
self.img = self.IMGS[1]
else:
self.img = self.IMGS[cycle_pos]
# if self.image_count < self.ANIMATION_TIME:
# self.img = self.IMGS[0]
# elif
if self.tilt <= -80:
self.img = self.IMGS[1]
self.image_count = self.ANIMATION_TIME*2
tilted_image = pygame.transform.rotate(self.img, self.tilt)
new_rect = tilted_image.get_rect(
center=self.img.get_rect(topleft=(self.x, self.y)).center)
win.blit(tilted_image, new_rect.topleft)
def get_mask(self):
return pygame.mask.from_surface(self.img)