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entity.py
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178 lines (135 loc) · 3.34 KB
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from sprites import torpedo, torpedo_destroy
from copy import deepcopy
class Entity(object):
def __init__(self, logger, display, game, x=0, y=0):
self.logger = logger
self.display = display
self.speed = 1
self.nb_tick = 0
self.game = game
try:
if not self.sprites:
self.sprites = None
except:
self.sprites = None
try:
if not self.sprites_destroy:
self.sprites_destroy = None
except:
self.sprites_destroy = None
self.height = len(self.sprites[0])
self.width = len(self.sprites[0][0])
self.x = x
self.y = y
self.atRight = False
self.atLeft = False
self.atTop = False
self.atBottom = False
self.destroyed = False
self.onDestroy = False
self.life = 1
self.point = 0
#logger.debug("Create entity, height: %s, width: %s at %s, %s" % (self.height, self.width, self.x, self.y))
def check_pos(self):
self.atRight = False
self.atLeft = False
self.atTop = False
self.atBottom = False
if (self.x + self.width) >= self.display.width:
self.atRight = True
self.x = self.display.width - self.width
if self.x <= 0:
self.atLeft = True
self.x = 0
if self.y <= 0:
self.atTop = True
self.y = 0
if self.y + self.height >= self.display.height:
self.atBottom = True
self.y = self.display.height - self.height
def move_right(self, speed=None):
if speed == None:
speed = self.speed
self.x += speed
self.check_pos()
def move_left(self, speed=None):
if speed == None:
speed = self.speed
self.x -= speed
self.check_pos()
def move_up(self, speed=None):
if speed == None:
speed = self.speed
self.y -= speed
self.check_pos()
def move_down(self, speed=None):
if speed == None:
speed = self.speed
self.y += speed
self.check_pos()
def destroy(self):
#self.destroyed = True
self.onDestroy = True
self.nb_tick = 0
def fire(self, way=True):
x = int(self.x + self.width/3)+1
if way:
y = self.y - self.height
else:
y = self.y + self.height
torpedo = Torpedo(
logger=self.logger,
display=self.display,
game=self.game,
parent=self,
way=way,
x=x,
y=y
)
self.game.torpedos.append(torpedo)
def touch(self):
self.life -= 1
if not self.life:
self.destroy()
def tick(self):
if self.destroyed:
return None, None
if self.onDestroy:
self.nb_tick += 0.2
if self.sprites_destroy:
index = int(self.nb_tick) % len(self.sprites_destroy)
sprite = self.sprites_destroy[index]
if index >= len(self.sprites_destroy)-1:
self.destroyed = True
self.game.score += self.point
return (self.x, self.y), sprite
else:
self.destroyed = True
self.game.score += self.point
return None, None
self.nb_tick += 0.1
index = int(self.nb_tick) % len(self.sprites)
return (self.x, self.y), self.sprites[index]
class Torpedo(Entity):
def __init__(self, parent, way=True, *args, **kwargs):
self.sprites = deepcopy(torpedo)
self.sprites_destroy = deepcopy(torpedo_destroy)
Entity.__init__(self, *args, **kwargs)
if not way:
for sprite in self.sprites_destroy:
sprite.reverse()
# True: Up, False: Down
self.way = way
self.parent = parent
self.speed = 3
def destroy(self):
# Center explode
self.x -= len(self.sprites_destroy[0][0]) / 2
Entity.destroy(self)
def move(self, way=None):
if not way:
way = self.way
if way:
self.move_up()
else:
self.move_down()