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tank.py
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executable file
·200 lines (187 loc) · 6.06 KB
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import numpy
import pygame
from sound import *
from particle import *
e = 0.1
class Tank:
def __init__(self, pos, sprite, life, world):
self.world = world
self.life = life
self.startlife = life
self.pos = numpy.array(pos)
self.sprite = sprite
self.direction = {1:0, 2:0, 3:0, 4:0}
self.rotate = {1:360, 2:90, 3:180, 4:270}
self.hpcolor = (100,100,100)
self.shotdirection = 1
def draw(self, screen):
if self.life <= 0:
return False
angle = 0.
dirs = 0
for i in self.direction.keys():
if self.direction[i] != 0:
angle += self.rotate[i]
dirs += 1
if dirs == 0:
dirs = 1
if self.direction[1] == 1 and self.direction[2] == 1:
angle = 90
if angle == 0:
angle = self.rotate[self.shotdirection]
if angle/dirs%90 == 45:
displace = numpy.array([-10,-10])
else:
displace = numpy.array([0,0])
screen.blit(pygame.transform.rotate(self.sprite, angle/dirs), self.pos+displace)
return True
def collides(self, other):
if self.life <= 0:
return
for pos in [other.pos,
other.pos+[other.size[0],0],
other.pos+[other.size[0],other.size[1]],
other.pos+[0,other.size[1]]]:
if pos[0] < self.pos[0]+48 and pos[0] > self.pos[0] and pos[1] < self.pos[1] + 48 and pos[1] > self.pos[1]:
return True
return False
def __call__(self):
pass
class PlayerTank(Tank):
healaura = pygame.image.load("gfx/healaura.png")
def __init__(self, sprite, pos, playernumber, types, loadtimes, icons, life, world, regenrate, startregen):
Tank.__init__(self, pos, sprite, life, world)
self.startpos = pos
self.loadtimes = loadtimes
self.reloadstate = 0
self.curweapon = 0
self.lastshot = 0
self.showaura = False
self.regenrate = regenrate
self.startregen = startregen
self.regen = startregen
self.types = types
self.firing = False
self.icons = []
self.multiplier = 1.0
for i in icons:
self.icons.append(pygame.image.load(i))
self.wepdisplay = 100
self.movement = {1:numpy.array([0,-1]), 4:numpy.array([1,0]), 3:numpy.array([0,1]), 2:numpy.array([-1,0])}
if (playernumber == 0):
self.keys = {pygame.K_UP:1, pygame.K_DOWN:3, pygame.K_RIGHT:4, pygame.K_LEFT:2}
self.swap = pygame.K_RSHIFT
self.shoot = pygame.K_RCTRL
self.hpcolor = (225,0,0)
else:
self.keys = {pygame.K_w:1, pygame.K_s:3, pygame.K_d:4, pygame.K_a:2}
self.shoot = pygame.K_r
self.swap = pygame.K_t
self.hpcolor = (0,0,225)
self.playernumber = playernumber
def draw(self, screen):
if (Tank.draw(self, screen)):
if (self.wepdisplay > 0):
screen.blit(self.icons[self.curweapon], self.pos + numpy.array([8, -50]))
pygame.draw.rect(screen, self.hpcolor, [self.pos+numpy.array([0,-7]),
numpy.array([int(48*(self.life/float(self.startlife))), 7])]) #HP
pygame.draw.rect(screen, (255,255,0), [self.pos+numpy.array([0,-15]),
numpy.array([int(48*((self.loadtimes[self.lastshot]-self.reloadstate)/float(self.loadtimes[self.lastshot]))), 7])]) #Reload
pygame.draw.rect(screen, (0,0,0), [self.pos+numpy.array([0,-7]), numpy.array([48, 7])], 1)
pygame.draw.rect(screen, (0,0,0), [self.pos+numpy.array([0,-15]), numpy.array([48, 7])], 1)
if self.showaura:
screen.blit(self.healaura, self.pos-numpy.array([8,8]))
def handlekey(self, event):
if self.life <= 0:
return
if self.keys.has_key(event.key):
self.direction[self.keys[event.key]] = 1
self.shotdirection = self.keys[event.key]
elif self.shoot == event.key:
if self.reloadstate > 0:
self.firing = False
else:
self.firing = not self.firing
elif self.swap == event.key:
self.curweapon += 1
if (self.curweapon == len(self.types)):
self.curweapon = 0
self.wepdisplay = 100
self.firing = False
def endmove(self, event):
if self.keys.has_key(event.key):
self.direction[self.keys[event.key]] = 0
self.shotdirection = self.keys[event.key]
def tilecol(self, direction):
for i in [0, 24, 47]:
for j in [0, 24, 47]:
tile = self.world.getTile(self.pos+numpy.array([i,j]) + direction)
if tile == None:
return True
if tile.coldetect:
tile.tankhit(self, tile)
return True
return False
def __call__(self):
if self.life <= 0:
return
if self.wepdisplay > 0:
self.wepdisplay -= 1
if self.reloadstate > 0:
self.reloadstate -= 1
if self.reloadstate < 0:
self.reloadstate = 0
if self.life < self.startlife:
if self.regen > 0:
self.regen -= 1
if self.regen <= 0:
self.life += 1
self.showaura = True
self.regen = self.regenrate+self.regen
for p in numpy.random.randint(-8,48,(5,2)):
self.world.ps.create(Plus(self.world, self.pos+p, [0,0], numpy.random.randint(20,40)))
if (self.life == self.startlife):
self.showaura = False
if self.firing == True:
if self.reloadstate == 0:
if self.reloadstate > 0:
self.reloadstate = 0
return
direction = numpy.array([0,0])
for key in self.direction.keys():
if self.direction[key] != 0:
direction += self.movement[key]
if direction[0] == 0 and direction[1] == 0:
direction = self.movement[self.shotdirection]
sumdir = 0.0
for i in direction:
sumdir += i**2
sumdir = numpy.sqrt(sumdir)
self.world.shots.create(self.types[self.curweapon](self.pos+numpy.array([19,19]), (direction/sumdir), self))
self.lastshot = self.curweapon
self.reloadstate = self.loadtimes[self.curweapon]
if (self.curweapon == 0):
mgun[numpy.random.randint(0,len(mgun))].play()
elif (self.curweapon == 4):
laser[numpy.random.randint(0,len(laser))].play()
if self.reloadstate >= 20:
self.firing = False
direction = numpy.array([0.,0.])
self.multiplier = 1.0
tile = self.world.getTile(self.pos+numpy.array([24,24]))
tile.tankhit(self, tile)
if self.multiplier < 0.5:
self.multiplier = 0.5
for i in range(int((2*self.multiplier)+0.1)):
for key in self.direction.keys():
if self.direction[key] != 0:
if not self.tilecol(self.movement[key]):
self.pos += self.movement[key]
def reset(self):
self.firing = False
self.pos = self.startpos
self.life = self.startlife
self.reloadstate = 0
self.curweapon = 0
self.wepdisplay = 100
self.showaura = False