131 lines
3.7 KiB
Python
131 lines
3.7 KiB
Python
###########################################
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# Created on 1-9-2013. Miguel Angel Astor #
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###########################################
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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 = None, name = "Default", animated = False, visible = True, solid = True):
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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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self.animated = animated
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self.visible = visible
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self.solid = solid
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self.angle = 0.0
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self.position = [0, 0]
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self.velocity = [0, 0]
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self.acceleration = [0, 0]
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self.max_velocity = [0, 0]
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self.friction = 1.0
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self.image = image
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self.rect = self.image.get_rect()
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def get_id(self):
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return self.id
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def get_name(self):
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return self.name
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def is_animated(self):
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return self.animated
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def is_visible(self):
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return self.visible
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def is_solid(self):
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return self.solid
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def get_position(self):
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return self.position
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def set_position(self, new_pos):
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self.position = list(new_pos)
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self.rect.center = (self.position[0], self.position[1])
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def get_velocity(self):
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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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def get_acceleration(self):
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return self.acceleration
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def set_acceleration(self, new_accel):
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self.acceleration = list(new_accel)
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def get_max_velocity(self):
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return self.max_velocity
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def set_max_velocity(self, max_vel):
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self.max_velocity = list(max_vel)
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def get_friction(self):
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return self.get_friction
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def set_friction(self, new_friction):
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self.friction = new_friction
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def draw(self, canvas):
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if self.image is not None:
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canvas.blit(self.image, self.rect)
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else:
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pygame.draw.rect(canvas, (255, 206, 99), self.rect)
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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 = 60.0):
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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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def is_moving(self):
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return self.moving
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def move(self):
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self.moving = True
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def stop(self):
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self.moving = False
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def update(self):
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# Calculate the time elapsed between the previous call to update and this one.
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self.now = pygame.time.get_ticks()
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delta_t = self.now - self.then
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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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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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self.then = self.now
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