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ship.py
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import pygame
import random
from laser import Laser
from const import WIDTH, HEIGHT, player_ship, orange, boss_img, red, blue, purple, boi1, boi2, boi3
class Ship:
COOLDOWN = 18
def __init__(self, x, y, health=100):
self.x = x
self.y = y
self.health = health
self.ship_img = None
self.laser_img = None
self.lasers = []
self.cool_down_counter = 0
def draw(self, window):
window.blit(self.ship_img, (self.x, self.y))
for laser in self.lasers:
laser.draw(window)
def move_lasers(self, vel, obj):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
elif laser.collision(obj):
obj.health -= 10
self.lasers.remove(laser)
def cooldown(self):
if self.cool_down_counter >= self.COOLDOWN:
self.cool_down_counter = 0
elif self.cool_down_counter > 0:
self.cool_down_counter += 1
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
def get_width(self):
return self.ship_img.get_width()
def get_height(self):
return self.ship_img.get_height()
class Player(Ship):
def __init__(self, x, y, health=100):
super().__init__(x, y, health)
self.ship_img = player_ship
self.laser_img = orange
self.mask = pygame.mask.from_surface(self.ship_img)
self.max_health = health
def move_lasers(self, vel, objs):
hit = []
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
else:
for obj in objs:
if laser.collision(obj):
obj.health -= 10
if obj.health < 10:
# DIE HERE
hit.append(obj)
objs.remove(obj)
if laser in self.lasers:
self.lasers.remove(laser)
return hit
def draw(self, window):
super().draw(window)
self.healthbar(window)
def healthbar(self, window):
pygame.draw.rect(window, (255, 0, 0),
(self.x, self.y + self.ship_img.get_height() + 10,
self.ship_img.get_width(), 10))
pygame.draw.rect(window, (0, 255, 0),
(self.x, self.y + self.ship_img.get_height() + 10,
self.ship_img.get_width() *
(self.health / self.max_health), 10))
class Enemy(Ship):
COLOR_MAP = {
"red": (boi1, red),
"purple": (boi2, purple),
"blue": (boi3, blue)
}
def __init__(self, x, y, color, health=10):
super().__init__(x, y, health)
self.ship_img, self.laser_img = self.COLOR_MAP[color]
self.mask = pygame.mask.from_surface(self.ship_img)
def move(self, vel):
self.y += vel
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
class Boss(Ship):
def __init__(self, x, y, health=100):
super().__init__(x, y, health)
self.ship_img = boss_img
self.laser_img = random.choice([red, blue, purple])
self.mask = pygame.mask.from_surface(self.ship_img)
self.max_health = health
def move(self, vel):
self.x = random.randrange(50, WIDTH - 150)
self.y += vel
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x + 60, self.y + 150, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 0
def draw(self, window):
super().draw(window)
self.healthbar(window)
def healthbar(self, window):
pygame.draw.rect(window, (255, 0, 0),
(self.x, self.y + self.ship_img.get_height() + 10,
self.ship_img.get_width(), 10))
pygame.draw.rect(window, (0, 255, 0),
(self.x, self.y + self.ship_img.get_height() + 10,
self.ship_img.get_width() *
(self.health / self.max_health), 10))