Ejemplo n.º 1
0
class Player(pygame.sprite.Sprite):
	
	def __init__(self):
		pygame.sprite.Sprite.__init__(self) #call Sprite initializer
		self.image= playership[0]
		self.rect = self.image.get_rect()
		self.state=0
		self.speed=10
	
	def get_pos(self):
		return self.rect
	
	def move(self, x,y):
		self.rect.topleft=(x,y)
		
	def move_one(self,direction):
		if direction == 1:
			self.rect.move_ip(self.speed,0)
			if not self.in_range(self.rect): #if it goes out of the range, move it back
				self.rect.move_ip((-1)*self.speed,0)
		elif direction == 0:
			self.rect.move_ip((-1)*self.speed,0)
			if not self.in_range(self.rect):
				self.rect.move_ip(self.speed,0)
	
	def in_range(self,rect):
		if gamewindow.contains(rect):
			return True
		return False
	
	def set_pos(self, tempx,tempy):
		self.rect.move_ip(tempx,tempy)
	
	def set_hit(self):
		self.state=1
		
	def shoot(self,shotslist,locx,locy):
		self.boom=Bullet(shotslist)
		self.boom.set_pos(locx,locy)
		#self.boom.set_speed(globalvars.BUL)
		shotslist.add(self.boom)
		
	def update(self):  #yay for update...
		if self.state > 0:
			self.image=playership[self.state/explosion_speed]
			self.state+=1
			if self.state >= len(playership)*explosion_speed:
				self.state=0
				self.image=playership[0]
Ejemplo n.º 2
0
def _create_30_cal (game, data) :
	p30_cal = Bullet (default='images/30_cal.png')
	p30_cal.set_pos (_get_coords (data))
	p30_cal.set_name (".30 cal")
	return p30_cal