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Player.py
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Player.py
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from ParticlePlay import Color
from Gun import *
import random
import math
import time
class Player:
def __init__(self, game, position=[0, 0], color=Color(255, 127, 127),
bot=False):
self.name = "Unknown"
self.pid = 0
self.game = game
self.color = color
self.bot = bot
self.speed = 200
self.delegate = None
self.death = 0
self.respawn(position)
self.death = 0
def respawn(self, position):
self.death += 1
self.respawnTime = 3
self.timeout = time.time()
self.health = 100
self.velocity = [0, 0]
self.gun = Gun(7, 21)
self.position = position
self.angle = 0
return self
def shoot(self):
if self.respawnTime > 0:
return []
return self.gun.shoot(self, self.angle, 10)
def onRender(self, renderer):
oldColor = renderer.getColor()
renderer.setColor(self.color)
if self.respawnTime > 0:
renderer.setColor(Color(100, 100, 100))
renderer.drawOval(self.position, [20, 20])
renderer.setColor(Color(192, 192, 192))
px, py = self.position
renderer.drawPolygon([
(px+math.sin(self.angle)*8, py+math.cos(self.angle)*8),
(
px+math.sin(self.angle-(math.pi/4))*5,
py+math.cos(self.angle-(math.pi/4))*5
), (
px+math.sin(self.angle+(math.pi/4))*5,
py+math.cos(self.angle+(math.pi/4))*5
)
])
if ((not self.delegate and self.respawnTime <= 0) or
(self.delegate and self.delegate(self, "HealthBar"))):
renderer.setColor(Color(127, 127, 127))
renderer.drawRect([px-12, py-17], [25, 2])
if self.health > 0:
renderer.setColor(Color(127, 255, 127))
renderer.fillRect([px-12, py-17], [self.health*25/100, 2])
renderer.setColor(oldColor)
def doAI(self):
angle_deg = self.angle*180/math.pi
angle_deg += (random.randint(0, 44)-22)
self.angle = angle_deg*math.pi/180
x, y = self.position
w, h = self.game.getSize()
# min(x*5/100, 5)
# min((w-x)*5/(w-100), 5)
# min(y*5/100, 5)
# min((h-y)*5/(h-100), 5)
friction_offset = 20
max_speed = 200 # 3
self.setSpeed(
min(
min((x-friction_offset)*max_speed/friction_offset, max_speed),
min((w-x-friction_offset)*max_speed/friction_offset, max_speed),
min((y-friction_offset)*max_speed/friction_offset, max_speed),
min((h-y-friction_offset)*max_speed/friction_offset, max_speed)
)
)
vx, vy = self.velocity
vx = math.sin(self.angle)*self.getSpeed()
vy = math.cos(self.angle)*self.getSpeed()
self.velocity = [vx, vy]
def clamp(self, value, minVal, maxVal):
return max(minVal, min(value, maxVal))
def onUpdate(self, delta):
if self.isBot():
self.doAI()
x, y = self.position
vx, vy = self.velocity
x += vx*delta
y += vy*delta
if self.respawnTime > 0:
self.respawnTime -= delta
elif self.respawnTime < 0:
self.respawnTime = 0
w, h = self.game.getSize()
self.position = [
self.clamp(x, 17, w - 12),
self.clamp(y, 20, h - 12)
]
self.gun.onUpdate(delta)
def isBot(self):
return self.bot
def setDelegate(self, delegate):
self.delegate = delegate
def setPlayerId(self, pid):
self.pid = pid
def getPlayerId(self):
return self.pid
def setPlayerName(self, name):
self.name = name
def getPlayerName(self):
return self.name
def setPosition(self, position):
self.position = position
def getPosition(self):
return self.position
def setVelocity(self, velocity):
self.velocity = velocity
def getVelocity(self):
return self.velocity
def setSpeed(self, speed):
self.speed = speed
def getSpeed(self):
return self.speed
def setGun(self, gun):
self.gun = gun
def getGun(self):
return self.gun
def setAngle(self, angle):
self.angle = angle
def getAngle(self):
return self.angle
def setHealth(self, health):
self.health = health
def getHealth(self):
return self.health
def setDeath(self, death):
self.death = death
def getDeath(self):
return self.death
def setRespawnTime(self, respawnTime):
self.respawnTime = respawnTime
def getRespawnTime(self):
return max(0, self.respawnTime)
def resetTimeout(self):
self.timeout = time.time()
def isDead(self):
return self.health <= 0 or self.timeout+3.0 < time.time()
def isIntersectObject(self, obj):
px, py = self.position
bx, by = obj.getPosition()
distance = math.sqrt(((px-bx)**2)+((py-by)**2))
return distance < 10+(obj.getSize()/2)
def takeBonus(self, bonus):
self.getGun().setTotalBullet(
self.getGun().getTotalBullet()+bonus.getTotalBullet()
)
bonus.kill()
def takeDamage(self, bullet):
if self.isBot():
self.setSpeed(1)
self.health -= bullet.getDamage()
if self.health < 0:
self.health = 0
bullet.kill()