Tested the BulletActor class.

This commit is contained in:
2013-01-09 22:19:29 -04:30
parent 453584c7f6
commit 268aed0279
3 changed files with 52 additions and 20 deletions

View File

@@ -9,6 +9,8 @@ except ImportError:
android = None
from state import BaseState, VALID_STATES
from actor import BulletActor
import game
class IntroState(BaseState):
def __init__(self):
@@ -18,6 +20,21 @@ class IntroState(BaseState):
self.next_transition = VALID_STATES['STAY']
self.background_color = (139, 210, 228)
image = pygame.image.load('gfx/burbuja.png')
self.sine_movement = BulletActor(0, image, "SineMovement", False, True, False)
self.sine_movement.set_position([-20, pygame.display.Info().current_h / 2])
# The next line calculates the horizontal velocity of sine_movement.
# We want it to cover the width of the screen in 20 seconds. We divide
# by 60 to obtain the speed in pixels per frame.
x_velocity = (float(pygame.display.Info().current_w) / 20.0) / 60.0
self.sine_movement.set_velocity([0.5, 0])
self.sine_movement.move()
if game.DEBUG:
print "Velocity: " + str(self.sine_movement.get_velocity())
print "Position: " + str(self.sine_movement.get_position())
print self.sine_movement.is_moving()
def input(self):
for event in pygame.event.get():
if android:
@@ -31,15 +48,21 @@ class IntroState(BaseState):
self.next_transition = VALID_STATES['QUIT']
def update(self):
self.sine_movement.update()
if game.DEBUG:
print
print "NEXT UPDATE"
print "Velocity: " + str(self.sine_movement.get_velocity())
print "Position: " + str(self.sine_movement.get_position())
print self.sine_movement.is_moving()
if self.next_transition != VALID_STATES['QUIT']:
if self.count < 120:
self.count += 1
self.next_transition = VALID_STATES['STAY']
else:
self.count = 0
sm_position = self.sine_movement.get_position()
if sm_position[0] > pygame.display.Info().current_w + 30:
self.next_transition = VALID_STATES['MENU']
else:
self.next_transition = VALID_STATES['STAY']
return self.next_transition
def render(self, canvas):
canvas.fill(self.background_color)
pygame.draw.rect(canvas, (255, 255, 255), self.rectangle)
canvas.blit(self.sine_movement.image, self.sine_movement.rect)