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titanic.py
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titanic.py
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import pygame
import math
from water import Water
import util
from locals import *
def init():
Titanic.image = util.load_image("titanic")
Titanic.death_sound = util.load_sound("blub")
class Titanic(pygame.sprite.Sprite):
image = None
death_sound = None
def __init__(self):
pygame.sprite.Sprite.__init__(self)
if not Titanic.image or not Titanic.death_sound:
init()
self.image = Titanic.image
self.rect = pygame.Rect(SCREEN_WIDTH, Water.global_water.get_water_level(SCREEN_WIDTH), self.image.get_width(), self.image.get_height())
self.rect.bottom = self.rect.top
self.area = pygame.display.get_surface().get_rect()
#self.hitmask = pygame.surfarray.array_alpha(self.image)
self.taking_damage = False
self.shooting = False
self.angle = 0
self.targetangle = 0
self.dying = False
self.dead = False
self.health = 100
self.x, self.y = self.rect.left, self.rect.top
self.dx, self.dy = -1,0.0
self.t = 0
def damage(self, dec=1):
self.health -= dec
if self.health == 0:
self.die()
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.t += 1
if self.dying:
angle = 0.007 * self.target_angle + 0.993 * 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.rect.bottom > water_levels[1] + 4:
self.dy *= 0.8
if self.rect.top > water_levels[1]:
self.dy -= 1
else:
self.dy -= 0.15 * (self.rect.bottom - water_levels[1])
self.targetangle = 0.01 * (180.0 / math.pi * math.atan((water_levels[0] - water_levels[2]) / 32.0) + math.sin(self.t * 0.05) * 5)
self.dy += 1
if self.rect.right < SCREEN_WIDTH:
self.dx = 0
self.rect.left += self.dx
self.rect.top += self.dy
self.update_angle(self.angle * 0.8 + self.targetangle * 0.2)
def update_angle(self, angle):
self.angle = angle
self.image = util.rotate(Titanic.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 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 (Variables.sound):
Titanic.death_sound.play(3, 0)
self.dying = True
self.dy = -5
self.target_angle = 90