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bootdev_asteroids/player.py

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import pygame
from circleshape import CircleShape
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from constants import PLAYER_RADIUS, PLAYER_SHOOT_COOLDOWN, PLAYER_SHOOT_SPEED, PLAYER_SPEED, PLAYER_TURN_SPEED, SHOT_RADIUS
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from shot import Shot
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class Player(CircleShape):
def __init__(self, x, y):
super().__init__(x, y, PLAYER_RADIUS)
self.rotation = 0
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self.timer = 0
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# in the player class
def triangle(self):
forward = pygame.Vector2(0, 1).rotate(self.rotation)
right = pygame.Vector2(0, 1).rotate(self.rotation + 90) * self.radius / 1.5
a = self.position + forward * self.radius
b = self.position - forward * self.radius - right
c = self.position - forward * self.radius + right
return [a, b, c]
def draw(self, screen):
pygame.draw.polygon(screen, (255,255,255), self.triangle(), 2)
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def rotate(self, dt):
self.rotation += PLAYER_TURN_SPEED * dt
def update(self, dt):
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self.timer -= dt
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keys = pygame.key.get_pressed()
if keys[pygame.K_a]:
self.rotate(-dt)
if keys[pygame.K_d]:
self.rotate(dt)
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if keys[pygame.K_w]:
self.move(dt)
if keys[pygame.K_s]:
self.move(-dt)
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if keys[pygame.K_SPACE]:
self.shoot(dt)
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def move(self, dt):
forward = pygame.Vector2(0, 1).rotate(self.rotation)
self.position += forward * PLAYER_SPEED * dt
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def shoot(self, dt):
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if self.timer > 0:
return
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shot = Shot(self.position.x, self.position.y, SHOT_RADIUS)
shot.velocity = pygame.Vector2(0, 1).rotate(self.rotation) * PLAYER_SHOOT_SPEED
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self.timer = PLAYER_SHOOT_COOLDOWN