""" turretFire.py Use vector projection to add a shell to the turret""" import pygame, math pygame.init() class Label(pygame.sprite.Sprite): """ Label Class (simplest version) Attributes: font: any pygame font object text: text to display center: desired position of label center (x, y) """ def __init__(self): pygame.sprite.Sprite.__init__(self) self.font = pygame.font.SysFont("None", 30) self.text = "" self.center = (320, 240) def update(self): self.image = self.font.render(self.text, 1, (0, 0, 0)) self.rect = self.image.get_rect() self.rect.center = self.center class Turret(pygame.sprite.Sprite): def __init__(self, shell): self.shell = shell pygame.sprite.Sprite.__init__(self) self.imageMaster = pygame.image.load("turret.gif") self.imageMaster = self.imageMaster.convert() self.imageMaster = pygame.transform.scale2x(self.imageMaster) self.rect = self.imageMaster.get_rect() self.rect.center = (320, 240) self.turnRate = 10 self.dir = 0 self.charge = 5 def update(self): self.checkKeys() self.rotate() def checkKeys(self): keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: self.dir += self.turnRate if self.dir > 360: self.dir = self.turnRate if keys[pygame.K_RIGHT]: self.dir -= self.turnRate if self.dir < 0: self.dir = 360 - self.turnRate if keys[pygame.K_UP]: self.charge += 1 if self.charge > 20: self.charge = 20 if keys[pygame.K_DOWN]: self.charge -= 1 if self.charge < 0: self.charge = 0 if keys[pygame.K_SPACE]: self.shell.x = self.rect.centerx self.shell.y = self.rect.centery self.shell.speed = self.charge self.shell.dir = self.dir def rotate(self): oldCenter = self.rect.center self.image = pygame.transform.rotate(self.imageMaster, self.dir) self.rect = self.image.get_rect() self.rect.center = oldCenter class Shell(pygame.sprite.Sprite): def __init__(self, screen): pygame.sprite.Sprite.__init__(self) self.screen = screen self.image = pygame.Surface((10, 10)) self.image.fill((0xff, 0xff, 0xff)) self.image.set_colorkey((0xff, 0xff, 0xff)) pygame.draw.circle(self.image, (0, 0, 0), (5, 5), 5) #self.image = pygame.transform.scale(self.image, (5, 5)) self.rect = self.image.get_rect() self.rect.center = (-100, -100) self.speed = 0 self.dir =0 self.reset() def update(self): self.calcVector() self.calcPos() self.checkBounds() self.rect.center = (self.x, self.y) def calcVector(self): radians = self.dir * math.pi / 180 self.dx = self.speed * math.cos(radians) self.dy = self.speed * math.sin(radians) self.dy *= -1 def calcPos(self): self.x += self.dx self.y += self.dy def checkBounds(self): screen = self.screen if self.x > screen.get_width(): self.reset() if self.x < 0: self.reset() if self.y > screen.get_height(): self.reset() if self.y < 0: self.reset() def reset(self): """ move off stage and stop""" self.x = -100 self.y = -100 self.speed = 0 def main(): screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption ("Firing a Shell") background = pygame.Surface(screen.get_size()) background.fill((0x00, 0xCC, 0x00)) screen.blit(background, (0, 0)) shell = Shell(screen) turret = Turret(shell) lblOutput = Label() lblOutput.center = (100, 20) allSprites = pygame.sprite.Group(shell, turret, lblOutput) clock = pygame.time.Clock() keepGoing = True while keepGoing: clock.tick(30) for event in pygame.event.get(): if event.type == pygame.QUIT: keepGoing = False #update label lblOutput.text = "dir: %d speed %d" % (turret.dir, turret.charge) allSprites.clear(screen, background) allSprites.update() allSprites.draw(screen) pygame.display.flip() if __name__ == "__main__": main()