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Multiple moving guns

master
Lev 3 years ago
parent
commit
6c99ff628e
  1. 76
      lab5/gun.py

76
lab5/gun.py

@ -90,20 +90,24 @@ class Ball:
return ball1, ball2 return ball1, ball2
@dataclass
class Gun: class Gun:
def __init__(self): bullet: bool = 0
self.bullet = 0 f2_power: int = 10
self.f2_power = 10 f2_on: bool = 0
self.f2_on = 0 an: float = 1
self.an = 1 color: int = GREY
self.color = GREY x0: int = 40
self.x0 = 40 y0: int = 350
self.y0 = 450 bg_color: int = BLUE
keymap: typing.List[int] = field(
default_factory=lambda: [pygame.K_a, pygame.K_s, pygame.K_d, pygame.K_q, pygame.K_e]
)
def fire2_start(self, _event): def fire2_start(self, _event):
self.f2_on = 1 self.f2_on = True
def fire2_end(self, event, game: Game): def fire2_end(self, game: Game):
"""Выстрел мячом. """Выстрел мячом.
Происходит при отпускании кнопки мыши. Происходит при отпускании кнопки мыши.
@ -112,22 +116,31 @@ class Gun:
self.bullet += 1 self.bullet += 1
new_ball = Ball(position=np.array([self.x0 + self.deltas()[0], self.y0 + self.deltas()[1]])) new_ball = Ball(position=np.array([self.x0 + self.deltas()[0], self.y0 + self.deltas()[1]]))
new_ball.r += 5 new_ball.r += 5
self.an = math.atan2((event.pos[1] - new_ball.position[1]), (event.pos[0] - new_ball.position[0]))
new_ball.v[0] = self.f2_power * math.cos(self.an) new_ball.v[0] = self.f2_power * math.cos(self.an)
new_ball.v[1] = - self.f2_power * math.sin(self.an) new_ball.v[1] = - self.f2_power * math.sin(self.an)
game.balls.append(new_ball) game.balls.append(new_ball)
self.f2_on = 0 self.f2_on = False
self.f2_power = 10 self.f2_power = 10
def targetting(self, event): def targetting(self, event):
"""Прицеливание. Зависит от положения мыши.""" """Прицеливание. Зависит от положения мыши."""
if event and event.pos[0] != 20: if event and event.pos[0] != 20:
self.an = math.atan((event.pos[1] - 450) / (event.pos[0] - 20)) self.an = math.atan((event.pos[1] - self.y0) / (event.pos[0] - self.x0))
if self.f2_on: if self.f2_on:
self.color = RED self.color = RED
else: else:
self.color = GREY self.color = GREY
def handle_event(self, event, game: Game):
if event.type == pygame.MOUSEMOTION:
self.targetting(event)
if event.type == pygame.KEYDOWN and event.key == self.keymap[1]:
self.fire2_start(event)
if event.type == pygame.KEYUP and event.key == self.keymap[1]:
self.fire2_end(game)
elif event.type == pygame.MOUSEBUTTONDOWN:
self.fire2_start(event)
def deltas(self) -> typing.Tuple[float, float]: def deltas(self) -> typing.Tuple[float, float]:
length = 50 + self.f2_power length = 50 + self.f2_power
return length * math.cos(self.an), length * math.sin(self.an) return length * math.cos(self.an), length * math.sin(self.an)
@ -140,6 +153,23 @@ class Gun:
(self.x0 + dx, self.y0 + dy), (self.x0 - dx, self.y0 - dy), (self.x0 + dx, self.y0 + dy), (self.x0 - dx, self.y0 - dy),
(self.x0 + delta_x - dx, self.y0 + delta_y - dy), (self.x0 + delta_x + dx, self.y0 + delta_y + dy)] (self.x0 + delta_x - dx, self.y0 + delta_y - dy), (self.x0 + delta_x + dx, self.y0 + delta_y + dy)]
pygame.draw.polygon(screen, self.color, points) pygame.draw.polygon(screen, self.color, points)
pygame.draw.polygon(screen, self.bg_color,
[(self.x0 - 50, self.y0), (self.x0 + 50, self.y0), (self.x0 + 50, self.y0 + 35),
(self.x0 - 50, self.y0 + 35)])
pygame.draw.polygon(screen, self.bg_color,
[(self.x0 - 15, self.y0 - 10), (self.x0 + 15, self.y0 - 10), (self.x0 + 15, self.y0 + 3),
(self.x0 - 15, self.y0 + 3)])
def move(self, _game):
if pygame.key.get_pressed()[self.keymap[2]]:
self.x0 += 5
if pygame.key.get_pressed()[self.keymap[0]]:
self.x0 -= 5
if pygame.key.get_pressed()[self.keymap[3]]:
self.an -= 0.05
if pygame.key.get_pressed()[self.keymap[4]]:
self.an += 0.05
self.power_up()
def power_up(self): def power_up(self):
if self.f2_on: if self.f2_on:
@ -228,7 +258,9 @@ class Target:
class Game: class Game:
balls: typing.List[Ball] = field(default_factory=list) balls: typing.List[Ball] = field(default_factory=list)
targets: typing.List[Target] = field(default_factory=lambda: [Target(), Target()]) targets: typing.List[Target] = field(default_factory=lambda: [Target(), Target()])
gun: Gun = field(default_factory=Gun) guns: typing.List[Gun] = field(default_factory=lambda: [
Gun(), Gun(x0=300, keymap=[pygame.K_j, pygame.K_k, pygame.K_l, pygame.K_u, pygame.K_o], bg_color=GREEN)
])
finished: bool = False finished: bool = False
clock: pygame.time.Clock = field(default_factory=pygame.time.Clock) clock: pygame.time.Clock = field(default_factory=pygame.time.Clock)
fps: int = FPS fps: int = FPS
@ -251,11 +283,13 @@ class Game:
target.hit() target.hit()
self.targets.remove(target) self.targets.remove(target)
self.targets.append(Target()) self.targets.append(Target())
self.gun.power_up() for gun in self.guns:
gun.move(self)
def draw(self, screen): def draw(self, screen):
screen.fill(WHITE) screen.fill(WHITE)
self.gun.draw(screen) for gun in self.guns:
gun.draw(screen)
for target in self.targets: for target in self.targets:
target.draw(screen) target.draw(screen)
for ball in self.balls: for ball in self.balls:
@ -265,12 +299,12 @@ class Game:
def process_event(self, event): def process_event(self, event):
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
self.finished = True self.finished = True
elif event.type == pygame.MOUSEBUTTONDOWN:
self.gun.fire2_start(event)
elif event.type == pygame.MOUSEBUTTONUP: elif event.type == pygame.MOUSEBUTTONUP:
self.gun.fire2_end(event, self) for gun in self.guns:
elif event.type == pygame.MOUSEMOTION: gun.targetting(event)
self.gun.targetting(event) gun.fire2_end(self)
for gun in self.guns:
gun.handle_event(event, self)
def main_loop(self): def main_loop(self):
screen = pygame.display.set_mode((WIDTH, HEIGHT)) screen = pygame.display.set_mode((WIDTH, HEIGHT))

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