Tested the BulletActor class.
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33
actor.py
33
actor.py
@@ -6,12 +6,13 @@ import math
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import pygame
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import math_utils
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import game
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ACTOR_STATES = { 'IDLE': 0, 'MOVING': 1 }
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class BaseActor(pygame.sprite.Sprite):
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def __init__(self, id, image, name = "Default", animated = False, visible = True, solid = True):
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super(Sprite, self).__init__()
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pygame.sprite.Sprite.__init__(self)
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self.id = id
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self.name = name
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@@ -51,7 +52,7 @@ class BaseActor(pygame.sprite.Sprite):
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self.position = list(new_pos)
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def get_velocity(self):
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return self.get_velocity
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return self.velocity
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def set_velocity(self, new_vel):
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self.velocity = list(new_vel)
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@@ -76,10 +77,10 @@ class BaseActor(pygame.sprite.Sprite):
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class BulletActor(BaseActor):
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""" Actor class with fixed velocity bullet behavior. """
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def __init__(self, id, image, name = "Default", animated = False, visible = True, solid = True, frame_rate = 60):
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super(BaseActor, self).__init__(id, image, name, animated, visible, solid)
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self.then = 0
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self.now = 0
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def __init__(self, id, image, name = "Default", animated = False, visible = True, solid = True, frame_rate = 60.0):
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BaseActor.__init__(self, id, image, name, animated, visible, solid)
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self.then = pygame.time.get_ticks()
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self.now = pygame.time.get_ticks()
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self.frame_rate = frame_rate
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self.moving = False
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@@ -99,13 +100,21 @@ class BulletActor(BaseActor):
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if delta_t < 0:
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delta_t = 0 # Compensatefor overflow of self.now
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if game.DEBUG:
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print
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print "Bullet actor: " + self.name
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print "THEN: " + str(self.then) + " :: NOW: " + str(self.now) + " :: DELTA: " + str(delta_t)
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if self.moving:
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# Then we update it's velocity components compensating for time.
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self.velocity[0] += (self.velocity[0] * delta_t) * (self.frame_rate / 1000)
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self.velocity[1] += (self.velocity[1] * delta_t) * (self.frame_rate / 1000)
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# Finally we take friction into account.
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self.velocity[0] *= self.friction
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self.velocity[1] *= self.friction
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if game.DEBUG:
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print "NEW VEL X: " + str((self.velocity[0] * delta_t) * (self.frame_rate / 1000))
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print "NEW VEL Y: " + str((self.velocity[1] * delta_t) * (self.frame_rate / 1000))
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self.position[0] += (self.velocity[0] * delta_t) * (self.frame_rate / 1000)
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self.position[1] += (self.velocity[1] * delta_t) * (self.frame_rate / 1000)
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self.rect.center = (self.position[0], self.position[1])
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if game.DEBUG:
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print "NEW POSITION: " + str(self.position)
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# TODO: Update animation frame if any.
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