Tested the BulletActor class.
This commit is contained in:
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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4
game.py
4
game.py
@@ -14,8 +14,8 @@ from ingame import InGameState
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from score import ScoreState
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from notvalidstate import NotValidState
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# Debug constant. Comment to turn off debugging messages.
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DEBUG = True
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# Debug constant. Set to False to turn off debugging messages.
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DEBUG = False
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# The Game class implements the state machine of the game and
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# runs the main game loop.
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35
intro.py
35
intro.py
@@ -9,6 +9,8 @@ except ImportError:
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android = None
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from state import BaseState, VALID_STATES
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from actor import BulletActor
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import game
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class IntroState(BaseState):
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def __init__(self):
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@@ -18,6 +20,21 @@ class IntroState(BaseState):
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self.next_transition = VALID_STATES['STAY']
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self.background_color = (139, 210, 228)
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image = pygame.image.load('gfx/burbuja.png')
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self.sine_movement = BulletActor(0, image, "SineMovement", False, True, False)
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self.sine_movement.set_position([-20, pygame.display.Info().current_h / 2])
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# The next line calculates the horizontal velocity of sine_movement.
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# We want it to cover the width of the screen in 20 seconds. We divide
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# by 60 to obtain the speed in pixels per frame.
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x_velocity = (float(pygame.display.Info().current_w) / 20.0) / 60.0
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self.sine_movement.set_velocity([0.5, 0])
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self.sine_movement.move()
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if game.DEBUG:
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print "Velocity: " + str(self.sine_movement.get_velocity())
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print "Position: " + str(self.sine_movement.get_position())
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print self.sine_movement.is_moving()
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def input(self):
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for event in pygame.event.get():
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if android:
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@@ -31,15 +48,21 @@ class IntroState(BaseState):
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self.next_transition = VALID_STATES['QUIT']
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def update(self):
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self.sine_movement.update()
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if game.DEBUG:
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print
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print "NEXT UPDATE"
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print "Velocity: " + str(self.sine_movement.get_velocity())
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print "Position: " + str(self.sine_movement.get_position())
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print self.sine_movement.is_moving()
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if self.next_transition != VALID_STATES['QUIT']:
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if self.count < 120:
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self.count += 1
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self.next_transition = VALID_STATES['STAY']
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else:
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self.count = 0
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sm_position = self.sine_movement.get_position()
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if sm_position[0] > pygame.display.Info().current_w + 30:
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self.next_transition = VALID_STATES['MENU']
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else:
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self.next_transition = VALID_STATES['STAY']
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return self.next_transition
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def render(self, canvas):
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canvas.fill(self.background_color)
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pygame.draw.rect(canvas, (255, 255, 255), self.rectangle)
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canvas.blit(self.sine_movement.image, self.sine_movement.rect)
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