import pygame from circleshape import CircleShape from constants import PLAYER_RADIUS, PLAYER_SHOOT_COOLDOWN, PLAYER_SHOOT_SPEED, PLAYER_SPEED, PLAYER_TURN_SPEED, SHOT_RADIUS from shot import Shot class Player(CircleShape): def __init__(self, x, y): super().__init__(x, y, PLAYER_RADIUS) self.rotation = 0 self.timer = 0 # 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) def rotate(self, dt): self.rotation += PLAYER_TURN_SPEED * dt def update(self, dt): self.timer -= dt keys = pygame.key.get_pressed() if keys[pygame.K_a]: self.rotate(-dt) if keys[pygame.K_d]: self.rotate(dt) if keys[pygame.K_w]: self.move(dt) if keys[pygame.K_s]: self.move(-dt) if keys[pygame.K_SPACE]: self.shoot(dt) def move(self, dt): forward = pygame.Vector2(0, 1).rotate(self.rotation) self.position += forward * PLAYER_SPEED * dt def shoot(self, dt): if self.timer > 0: return shot = Shot(self.position.x, self.position.y, SHOT_RADIUS) shot.velocity = pygame.Vector2(0, 1).rotate(self.rotation) * PLAYER_SHOOT_SPEED self.timer = PLAYER_SHOOT_COOLDOWN