########################################### # Created on 1-9-2013. Miguel Angel Astor # ########################################### import math import pygame import math_utils 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__() self.id = id self.name = name self.animated = animated self.visible = visible self.solid = solid self.angle = 0.0 self.position = [0, 0] self.velocity = [0, 0] self.acceleration = [0, 0] self.max_velocity = [0, 0] self.friction = 1.0 self.image = image self.rect = self.image.get_rect() def get_id(self): return self.id def get_name(self): return self.name def is_animated(self): return self.animated def is_visible(self): return self.visible def is_solid(self): return self.solid def get_position(self): return self.position def set_position(self, new_pos): self.position = list(new_pos) def get_velocity(self): return self.get_velocity def set_velocity(self, new_vel): self.velocity = list(new_vel) def get_acceleration(self): return self.acceleration def set_acceleration(self, new_accel): self.acceleration = list(new_accel) def get_max_velocity(self): return self.max_velocity def set_max_velocity(self, max_vel): self.max_velocity = list(max_vel) def get_friction(self): return self.get_friction def set_friction(self, new_friction): self.friction = new_friction 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 self.frame_rate = frame_rate self.moving = False def is_moving(self): return self.moving def move(self): self.moving = True def stop(self): self.moving = False def update(self): # Calculate the time elapsed between the previous call to update and this one. self.now = pygame.time.get_ticks() delta_t = self.now - self.then if delta_t < 0: delta_t = 0 # Compensatefor overflow of self.now 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 # TODO: Update animation frame if any. self.then = self.now