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

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

View File

@@ -14,8 +14,8 @@ from ingame import InGameState
from score import ScoreState
from notvalidstate import NotValidState
# Debug constant. Comment to turn off debugging messages.
DEBUG = True
# Debug constant. Set to False to turn off debugging messages.
DEBUG = False
# The Game class implements the state machine of the game and
# runs the main game loop.

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)