Example #1
0
 def __init__(self,
              kbd):  # instaciating the plaers and ball, as well as keyboard
     self.kbd = kbd
     self.chicken = Player(1, Vector(), Vector(WIDTH - 50, HEIGHT / 2), 20)
     self.chicken2 = Player(2, Vector(), Vector(0 + 50, HEIGHT / 2), 20)
     self.ball = Ball(Vector(WIDTH / 2, HEIGHT / 2), 5)
     self.objects = [self.chicken, self.chicken2,
                     self.ball]  # put the players and ball in an array
     self.inCollision = set()  # a set to handle anything in collision
Example #2
0
class Ball:
    def __init__(self, pos, name, radius=25):  # making the football
        self.pos = pos
        self.radius = radius
        self.vel = Vector()
        self.border = 2
        self.name = name
        self.bouncing = False
        self.image = ball
        self.imageWidth = self.image.get_width()
        self.imageHeight = self.image.get_height()
        self.dimX = 60  # dimentions of image on canvas
        self.dimY = 60

    def outX(self):  # checking to see if ball is out of bounds x axis
        return (self.pos.x - self.radius < 0
                or self.pos.x + self.radius > WIDTH
                )  # checks if position of ball is outside canvas

    def outY(self):  # checking to see if ball is out of bounds y axis
        return (self.pos.y - self.radius < 0
                or self.pos.y + self.radius > HEIGHT)

    def draw(self, canvas):
        canvas.draw_circle(self.pos.getP(), self.radius, self.border, 'Blue',
                           'Blue')  # draws blue ball which handles colisions

        canvas.draw_image(
            self.image,
            (self.imageWidth / 2,
             self.imageHeight / 2),  # draw football centre source
            (self.imageWidth, self.imageHeight),  # width hight source
            (self.pos.x, self.pos.y),  # centre destination
            (self.dimX, self.dimY))  # width- height destination

    def bounce(self, normal):
        self.vel.reflect(normal)

    def update(self):
        self.pos.add(self.vel)  # updates velocity of ball

        if self.outY(
        ) and not self.bouncing:  # bouncing from walls (only on top and bottom)
            self.bouncing = True  # boolean to make sure it doesn't get stuck bouncing with the wall
            self.vel.y *= -0.85  # so that it does not keep gaining speed when bouncing
        else:
            self.bouncing = False

    def collides(self, other):  # checking it is coliding with anything else
        return ((self.pos - other.pos).length() <=
                (self.radius + self.border) + (other.radius + other.border)
                )  # border being the border of circles

    def contains(self, other):  # to avoid sticky balls/ merging with players
        return ((self.pos - other.pos).length() <
                (self.border + self.radius + other.radius + other.border))
Example #3
0
 def __init__(self, sides, pos, size, Keyboard, CANVAS_HEIGHT,
              CANVAS_WIDTH):
     self.CANVAS_HEIGHT = CANVAS_HEIGHT
     self.CANVAS_WIDTH = CANVAS_WIDTH
     self.Keyboard = Keyboard
     self.sides = sides
     self.pos = pos
     self.vel = Vector()
     self.size = size
     self.generator = Vector(0, -self.size)
     self.vertices = []
     self.botVert = self.generator + self.pos
Example #4
0
 def __init__(self, pos, name, radius=25):  # making the football
     self.pos = pos
     self.radius = radius
     self.vel = Vector()
     self.border = 2
     self.name = name
     self.bouncing = False
     self.image = ball
     self.imageWidth = self.image.get_width()
     self.imageHeight = self.image.get_height()
     self.dimX = 60  # dimentions of image on canvas
     self.dimY = 60
Example #5
0
 def positionUpdate(
         self, keyboard):  # allowing player moveent using keyboard class
     if self.name == 1:
         if keyboard.right and self.pos.getP()[0] < (
                 WIDTH - self.radius
         ):  # checks to see player isn't out of bounds on far right x axis
             self.vel.add(
                 Vector(1, 0) *
                 self.speed)  # add to velcoity vector to go to the right
         if keyboard.left and self.pos.getP()[0] > (
                 WIDTH / 2 + self.radius
         ):  # only does as long as it is not off bound left xaxis
             self.vel.add(Vector(-1, 0) *
                          self.speed)  # goes 1 position to the left
         if keyboard.up and self.pos.getP()[1] > (
                 0 +
                 self.radius):  # won't pass vector if player is on edge top
             self.vel.add(Vector(0, -1) * self.speed)  # goes up
         if keyboard.down and self.pos.getP()[1] < (
                 HEIGHT - self.radius
         ):  # won't pass vector if going off screen bottom
             self.vel.add(Vector(0, 1) * self.speed)  # goes down
     else:  # for player 2, similar method but for its buttons
         if keyboard.right2 and self.pos.getP()[0] < (WIDTH / 2 -
                                                      self.radius):
             self.vel.add(Vector(1, 0) * self.speed)
         if keyboard.left2 and self.pos.getP()[0] > (0 + self.radius):
             self.vel.add(Vector(-1, 0) * self.speed)
         if keyboard.up2 and self.pos.getP()[1] > (0 + self.radius):
             self.vel.add(Vector(0, -1) * self.speed)
         if keyboard.down2 and self.pos.getP()[1] < (HEIGHT - self.radius):
             self.vel.add(Vector(0, 1) * self.speed)
Example #6
0
class Character:
    def __init__(self, pos):
        self.pos = pos
        self.vel = Vector()

    def attack(self):
        attack_index = [counter % ATTACK_DIM[0], counter // ATTACK_DIM[0]]
        canvas.draw_image(attack_image, [
            ATTACK_CENTER[0] + attack_index[0] * ATTACK_SIZE[0],
            ATTACK_CENTER[1] + attack_index[1] * ATTACK_SIZE[1]
        ], ATTACK_SIZE, self.pos.getP(), ATTACK_SIZE)

    def draw(self, canvas):
        global counter
        global back
        global left
        global down
        global space
        down = False

        if ((down == True)):
            front_index = [counter % FRONT_DIM[0], counter // FRONT_DIM[0]]
            canvas.draw_image(front_image, [
                FRONT_CENTER[0] + front_index[0] * FRONT_SIZE[0],
                FRONT_CENTER[1] + front_index[1] * FRONT_SIZE[1]
            ], FRONT_SIZE, self.pos.getP(), FRONT_SIZE)

        if (left == False and back == False and down == False):
            right_index = [counter % RIGHT_DIM[0], counter // RIGHT_DIM[0]]
            canvas.draw_image(right_image, [
                RIGHT_CENTER[0] + right_index[0] * RIGHT_SIZE[0],
                RIGHT_CENTER[1] + right_index[1] * RIGHT_SIZE[1]
            ], RIGHT_SIZE, self.pos.getP(), RIGHT_SIZE)
        if (back == True):
            back_index = [counter % BACK_DIM[0], counter // BACK_DIM[0]]
            canvas.draw_image(back_image, [
                BACK_CENTER[0] + back_index[0] * BACK_SIZE[0],
                BACK_CENTER[1] + back_index[1] * BACK_SIZE[1]
            ], BACK_SIZE, self.pos.getP(), BACK_SIZE)
        if (left == True and back == False and down == False):
            left_index = [counter % LEFT_DIM[0], counter // LEFT_DIM[0]]
            canvas.draw_image(left_image, [
                LEFT_CENTER[0] + left_index[0] * LEFT_SIZE[0],
                LEFT_CENTER[1] + left_index[1] * LEFT_SIZE[1]
            ], LEFT_SIZE, self.pos.getP(), LEFT_SIZE)

    def update(self):
        self.pos.add(self.vel)
        self.vel.multiply(0.15)
Example #7
0
    def update(self):
        self.pos.add(self.vel)
        self.vel.multiply(0.85)

        if self.pos.y > self.CANVAS_HEIGHT:
            self.pos.y = 0
        if self.pos.y < 0:
            self.pos.y = self.CANVAS_HEIGHT
        if self.pos.x > self.CANVAS_WIDTH:
            self.pos.x = 0
        if self.pos.x < 0:
            self.pos.x = self.CANVAS_WIDTH

        if self.Keyboard.right and self.Keyboard.left:
            self.vel.add(Vector(0, 0))
        if self.Keyboard.right and self.Keyboard.up:
            self.vel.add(Vector(1, -1.5))
        if self.Keyboard.left and self.Keyboard.up:
            self.vel.add(Vector(-1, -1.5))

        if self.Keyboard.right and self.Keyboard.down:
            self.vel.add(Vector(1, 1.5))
        if self.Keyboard.left and self.Keyboard.down:
            self.vel.add(Vector(-1, 1.5))

        if self.Keyboard.up:
            self.vel.add(Vector(self.forVec().x / 100, self.forVec().y / 100))
        if self.Keyboard.down:
            self.vel.add(
                Vector(-self.forVec().x / 100, -(self.forVec().y) / 100))
        if self.Keyboard.right:
            self.generator.rotate(1.5)
        if self.Keyboard.left:
            self.generator.rotate(-1.5)
Example #8
0
    def update(self):
        global back
        global left
        if self.keyboard.right:
            self.character.vel.add(Vector(1, 0))
            right = True
            downF = False
            timerR.start()
        else:
            timerR.stop()
            right = False

        if self.keyboard.left:
            self.character.vel.add(Vector(-1, 0))
            timerL.start()
            downF = False
            left = True
        else:
            timerL.stop()
            left = False

        if self.keyboard.up:
            self.character.vel.add(Vector(0, -1))
            timerU.start()
            downF = False
            back = True
        else:
            timerU.stop()
            back = False

        if self.keyboard.down:
            self.character.vel.add(Vector(0, 1))
            down = True
            timerD.start()
        else:
            down = False
            timerD.stop()
        if self.keyboard.space:
            space = True
        else:
            space = False
Example #9
0
 def __init__(self, name, vel, pos, radius=50):
     self.name = name  # name of player
     self.pos = pos  # position of player
     self.vel = vel  # velocity of player
     self.image = chickenHead
     self.imageWidth = self.image.get_width()
     self.imageHeight = self.image.get_height()
     self.dimX = 50  # dimentions of image on canvas
     self.dimY = 50
     self.speed = 0.45  # multiplier of players speed
     self.radius = 20
     self.border = 2  # border of circle underneath player sprite
     self.acc = Vector()  # acceleration
Example #10
0
def draw(canvas):
    global counter1
    global rotate
    global lives
    ### Drawing background and character###
    if (c.pos == Vector(130, 50)):
        canvas.draw_image(imagef, image_centerf, image_sizef, posf,
                          image_sizef)
        c.pos = (130, 688)
    else:
        canvas.draw_image(image, image_center, image_size, pos, image_size)
    inter.update()
    c.update()
    c.draw(canvas)
    ###Wisps draw and shoot###
    global counter1
    global rotate
    global rotate2
    if (rotate < 1):
        gun.generator.rotate(270)
        rotate = 1
    p = Particle(gun.pos + gun.generator, gun.generator.getNormalized())
    if (counter1 % 50 == 0):
        particles.append(p)
    for p in particles:
        p.draw(canvas)
        p.update()
    if (p.pos == c.pos):
        lives = lives - 1
    gun.draw(canvas)
    gun.drawGenerator(canvas)
    counter1 = counter1 + 1
    ##Wisp2##
    if (rotate2 < 1):
        gun1.generator.rotate(90)
        rotate2 = 1
    p = Particle(gun1.pos + gun1.generator, gun1.generator.getNormalized())
    if (counter1 % 75 == 0):
        particles.append(p)
    for p in particles:
        p.draw(canvas)
        p.update()
    gun1.draw(canvas)
    gun1.drawGenerator(canvas)
    w1.draw(canvas)
    ###Scores###
    canvas.draw_text(str(int(scores)), [40, 50], 10, "White")
    canvas.draw_text("Score: ", [10, 50], 10, "White")
    canvas.draw_text(str(int(lives)), [40, 70], 10, "White")
    canvas.draw_text("Lives: ", [10, 70], 10, "White")
Example #11
0
    def update(self, keyboard):
        global WIDTH, HEIGHT
        self.positionUpdate(keyboard)
        if self.vel.x > 4:  # 4 is the max velocity allowed, so that players do not go too quick
            self.vel.x = 4
        if self.vel.y > 4:
            self.vel.y = 4
        if self.vel.x < -4:  # likewise, -4 so its not too slow
            self.vel.x = -4
        if self.vel.y < -4:
            self.vel.y = -4
        if self.outX():  # checking for boundries for x axis
            if self.name == 1:  # confining players to their side of their screen
                if self.pos.x < WIDTH / 2 + 20 and self.vel.x < 0:  # player one has the right half
                    self.vel.x = 0  # sets velocity to 0 so they can't move
                if self.pos.x > WIDTH - 40 and self.vel.x > 0:  # so doesn't go off on right ride screen
                    self.vel.x = 0
            else:
                if self.pos.x < 0 + 40 and self.vel.x < 0:  # player 2 has left side
                    self.vel.x = 0
                if self.pos.x > WIDTH / 2 - 20 and self.vel.x > 0:  # doesn't allow to go off screen left
                    self.vel.x = 0

        if self.outY():  # checking likewise for y axis
            if self.pos.y < 50 and self.vel.y < 0:  # 50 (2*radius + extra so doesn't glitch)
                self.vel.y = 0
            if self.pos.y > HEIGHT - 40 and self.vel.y > 0:
                self.vel.y = 0
        if self.name == 1:
            if keyboard.pressed1 == 0:
                self.vel = self.vel.subtract(self.vel)
        else:
            if keyboard.pressed2 == 0:
                self.vel = Vector()

        self.pos.add(self.vel)  # adding keyboard velocity to chicken
Example #12
0
    def update(self):
        for object in self.objects:  # goes through the array of players and ball updating
            if object.name == 5:  # checks if it is the ball and updates it
                object.update()
            else:
                object.update(
                    self.kbd
                )  # update players with keyboard input being recieved

        for o1 in self.objects:  # goes through array to check collisions
            for o2 in self.objects:
                if o1.collides(
                        o2) and o1 != o2:  # for different players hitting ball

                    if (o1.name + o2.name) not in self.inCollision:
                        self.inCollision.add(
                            o1.name + o2.name
                        )  # when coliding add to set inCollision so only handled once when interacting
                        n = (o1.pos - o2.pos).normalize(
                        )  # normalise the vector position between ball and player
                        delta = n * (o1.vel - o2.vel).dot(
                            n)  # get dot product of normal and velocity
                        o1.vel.subtract(
                            delta
                        )  # make them opose, and going in different directions
                        o2.vel.add(delta)
                else:
                    self.inCollision.discard(o1.name +
                                             o2.name)  # if not coliding

        if self.ball.pos.x < 0:  # checking ball position if it has touched/ gone past goals, and resets position and velcoity
            score.hit_score2()  # adds score to player 2
            self.ball.vel = Vector()
            self.ball.pos = Vector(WIDTH / 2, HEIGHT / 2)
            self.chicken.pos = Vector(WIDTH - 50, HEIGHT / 2)
            self.chicken2.pos = Vector(0 + 50, HEIGHT / 2)
        elif self.ball.pos.x > WIDTH:
            score.hit_score()  # adds score to player 1
            self.ball.vel = Vector()
            self.ball.pos = Vector(WIDTH / 2, HEIGHT / 2)
            self.chicken.pos = Vector(WIDTH - 50, HEIGHT / 2)
            self.chicken2.pos = Vector(0 + 50, HEIGHT / 2)
Example #13
0
 def topVertVec(self):
     return Vector((self.topVert().x), (self.topVert().y))
Example #14
0
 def __init__(self, pos):
     self.pos = pos
     self.vel = Vector()
Example #15
0
 def _init_(self):
     self.pos = Vector(350, 100)
Example #16
0
WISP_WIDTH = 1000 / 4
WISP_HEIGHT = 500 / 2
WISP_CENTER = [WISP_WIDTH / 2, WISP_HEIGHT / 2]
WISP_SIZE = [WISP_WIDTH, WISP_HEIGHT]
WISP_DIM = [4, 2]
wisp_image = simplegui.load_image("https://i.imgur.com/tz5HfML.png")
#Wisp 2
WISP2_WIDTH = 400 / 4
WISP2_HEIGHT = 200 / 2
WISP2_CENTER = [WISP2_WIDTH / 2, WISP2_HEIGHT / 2]
WISP2_SIZE = [WISP2_WIDTH, WISP2_HEIGHT]
WISP2_DIM = [4, 2]
wisp2_image = simplegui.load_image("https://i.imgur.com/Hv0QHvY.png")

#wisp shoot
gun = RegularPolygon(2, Vector(490, 600), 10)
gun1 = RegularPolygon(2, Vector(90, 563), 10)

# Background image (Shilling ground floor) #
WIDTH = 768
HEIGHT = 768
image_center = (384, 384)
image_size = (750, 750)
pos = [384, 384]
image = simplegui.load_image("https://i.imgur.com/bFyXh2P.png")

#Shilling first floor#
WIDTHf = 768
HEIGHTf = 768
image_centerf = (384, 384)
image_sizef = (750, 750)
Example #17
0
class Player:  # to create instances of the player
    def __init__(self, name, vel, pos, radius=50):
        self.name = name  # name of player
        self.pos = pos  # position of player
        self.vel = vel  # velocity of player
        self.image = chickenHead
        self.imageWidth = self.image.get_width()
        self.imageHeight = self.image.get_height()
        self.dimX = 50  # dimentions of image on canvas
        self.dimY = 50
        self.speed = 0.45  # multiplier of players speed
        self.radius = 20
        self.border = 2  # border of circle underneath player sprite
        self.acc = Vector()  # acceleration

    def restart(self):
        self.vel = Vector()  # restart position for players, when scored
        self.acc = Vector()  # similar for acceleration

    def outX(
        self
    ):  # checking if the players are wanting to go out of bound in the x axis
        if self.name == 1:
            return (self.pos.x < WIDTH / 2 + self.radius
                    or self.pos.x > WIDTH - self.radius
                    )  # checks if position of ball is outside canvas
        return (self.pos.x < 0 + self.radius
                or self.pos.x > WIDTH / 2 - self.radius)

    def outY(self):  # checking if players go out of bount y axis
        return (self.pos.y - self.radius < 0
                or self.pos.y + self.radius > HEIGHT)

    def draw(self, canvas):

        canvas.draw_circle(
            self.pos.getP(), self.radius, self.border, 'Red'
        )  # drawing a circle underneath sprite which actually does the colisions

        canvas.draw_image(
            self.image,
            (self.imageWidth / 2, self.imageHeight / 2),
            # drawing sprite of players, centre source
            (self.imageWidth, self.imageHeight),  # width hight source
            (self.pos.x, self.pos.y),  # centre destination
            (self.dimX, self.dimY))  # width- height destination

    def positionUpdate(
            self, keyboard):  # allowing player moveent using keyboard class
        if self.name == 1:
            if keyboard.right and self.pos.getP()[0] < (
                    WIDTH - self.radius
            ):  # checks to see player isn't out of bounds on far right x axis
                self.vel.add(
                    Vector(1, 0) *
                    self.speed)  # add to velcoity vector to go to the right
            if keyboard.left and self.pos.getP()[0] > (
                    WIDTH / 2 + self.radius
            ):  # only does as long as it is not off bound left xaxis
                self.vel.add(Vector(-1, 0) *
                             self.speed)  # goes 1 position to the left
            if keyboard.up and self.pos.getP()[1] > (
                    0 +
                    self.radius):  # won't pass vector if player is on edge top
                self.vel.add(Vector(0, -1) * self.speed)  # goes up
            if keyboard.down and self.pos.getP()[1] < (
                    HEIGHT - self.radius
            ):  # won't pass vector if going off screen bottom
                self.vel.add(Vector(0, 1) * self.speed)  # goes down
        else:  # for player 2, similar method but for its buttons
            if keyboard.right2 and self.pos.getP()[0] < (WIDTH / 2 -
                                                         self.radius):
                self.vel.add(Vector(1, 0) * self.speed)
            if keyboard.left2 and self.pos.getP()[0] > (0 + self.radius):
                self.vel.add(Vector(-1, 0) * self.speed)
            if keyboard.up2 and self.pos.getP()[1] > (0 + self.radius):
                self.vel.add(Vector(0, -1) * self.speed)
            if keyboard.down2 and self.pos.getP()[1] < (HEIGHT - self.radius):
                self.vel.add(Vector(0, 1) * self.speed)

    def update(self, keyboard):
        global WIDTH, HEIGHT
        self.positionUpdate(keyboard)
        if self.vel.x > 4:  # 4 is the max velocity allowed, so that players do not go too quick
            self.vel.x = 4
        if self.vel.y > 4:
            self.vel.y = 4
        if self.vel.x < -4:  # likewise, -4 so its not too slow
            self.vel.x = -4
        if self.vel.y < -4:
            self.vel.y = -4
        if self.outX():  # checking for boundries for x axis
            if self.name == 1:  # confining players to their side of their screen
                if self.pos.x < WIDTH / 2 + 20 and self.vel.x < 0:  # player one has the right half
                    self.vel.x = 0  # sets velocity to 0 so they can't move
                if self.pos.x > WIDTH - 40 and self.vel.x > 0:  # so doesn't go off on right ride screen
                    self.vel.x = 0
            else:
                if self.pos.x < 0 + 40 and self.vel.x < 0:  # player 2 has left side
                    self.vel.x = 0
                if self.pos.x > WIDTH / 2 - 20 and self.vel.x > 0:  # doesn't allow to go off screen left
                    self.vel.x = 0

        if self.outY():  # checking likewise for y axis
            if self.pos.y < 50 and self.vel.y < 0:  # 50 (2*radius + extra so doesn't glitch)
                self.vel.y = 0
            if self.pos.y > HEIGHT - 40 and self.vel.y > 0:
                self.vel.y = 0
        if self.name == 1:
            if keyboard.pressed1 == 0:
                self.vel = self.vel.subtract(self.vel)
        else:
            if keyboard.pressed2 == 0:
                self.vel = Vector()

        self.pos.add(self.vel)  # adding keyboard velocity to chicken

    def collides(
            self,
            other):  # checking if two balls passed together are in colision
        return ((self.pos - other.pos).length() <=
                (self.radius + self.border) + (other.radius + other.border)
                )  # border being the border of circles
Example #18
0
 def print2(self):
     return Vector((self.vertices[(self.sides + 1) % len(self.vertices)]) -
                   (self.generator + self.pos))
Example #19
0
 def restart(self):
     self.vel = Vector()  # restart position for players, when scored
     self.acc = Vector()  # similar for acceleration
Example #20
0
from user301_dZJL5znAdk_0 import Vector
from user301_uxLQLcWnDf_99 import RegularPolygon
from user301_FM91pKbpyD_3 import Keyboard
from user301_n8rcr25g0U_0 import Particle

import simplegui

CANVAS_WIDTH = 2000
CANVAS_HEIGHT = 2000

kbd = Keyboard()
pentagon = RegularPolygon(2, Vector(250, 250), 100, kbd, CANVAS_WIDTH,
                          CANVAS_HEIGHT)
particles = []


def draw(canvas):
    if kbd.space:
        p = Particle(pentagon.pos + pentagon.generator,
                     pentagon.generator.getNormalized())
        particles.append(p)

    for p in particles:
        p.draw(canvas)
        p.update()

    pentagon.draw(canvas)
    pentagon.drawGenerator(canvas)
    pentagon.update()

Example #21
0
 def forwardVel(self):
     return Vector(
         self.topVert - self.bottomVert
     )  #self.topVert.x #-self.bottomVert.x #)/10),((self.topVert.y-self.bottomVert.y)/10))
Example #22
0
 def forVec(self):
     return Vector((self.topVertVec().x - self.bottomVertVec().x),
                   (self.topVertVec().y - self.bottomVertVec().y))
Example #23
0
 def bottomVertVec(self):
     return Vector((self.bottomVert().x), (self.bottomVert().y))
Example #24
0
class RegularPolygon:
    def __init__(self, sides, pos, size, Keyboard, CANVAS_HEIGHT,
                 CANVAS_WIDTH):
        self.CANVAS_HEIGHT = CANVAS_HEIGHT
        self.CANVAS_WIDTH = CANVAS_WIDTH
        self.Keyboard = Keyboard
        self.sides = sides
        self.pos = pos
        self.vel = Vector()
        self.size = size
        self.generator = Vector(0, -self.size)
        self.vertices = []
        self.botVert = self.generator + self.pos

    def computeVertices(self):
        angle = 360 / self.sides
        gen = self.generator.copy()
        self.vertices = []
        for i in range(self.sides):
            self.vertices.append(self.pos + gen)
            gen.rotate(angle)

    def computeSides(self):
        self.computeVertices()
        self.lines = [
            Line(self.vertices[i], self.vertices[(i + 1) % len(self.vertices)])
            for i in range(len(self.vertices))
        ]

    def draw(self, canvas):
        self.computeSides()
        for line in self.lines:
            line.draw(canvas)

    def drawGenerator(self, canvas):
        line = Line(self.pos, self.pos + self.generator)
        line.draw(canvas)

    def bottomVert(self):  #bottom corner position
        return self.vertices[(self.sides + 1) % len(self.vertices)]

    def bottomVertVec(self):
        return Vector((self.bottomVert().x), (self.bottomVert().y))

    def topVert(self):  #top corner position
        return (self.generator + self.pos)

    def topVertVec(self):
        return Vector((self.topVert().x), (self.topVert().y))

    def forVec(self):
        return Vector((self.topVertVec().x - self.bottomVertVec().x),
                      (self.topVertVec().y - self.bottomVertVec().y))

    def forwardVel(self):
        return Vector(
            self.topVert - self.bottomVert
        )  #self.topVert.x #-self.bottomVert.x #)/10),((self.topVert.y-self.bottomVert.y)/10))

    def print2(self):
        return Vector((self.vertices[(self.sides + 1) % len(self.vertices)]) -
                      (self.generator + self.pos))

    def update(self):
        self.pos.add(self.vel)
        self.vel.multiply(0.85)

        if self.pos.y > self.CANVAS_HEIGHT:
            self.pos.y = 0
        if self.pos.y < 0:
            self.pos.y = self.CANVAS_HEIGHT
        if self.pos.x > self.CANVAS_WIDTH:
            self.pos.x = 0
        if self.pos.x < 0:
            self.pos.x = self.CANVAS_WIDTH

        if self.Keyboard.right and self.Keyboard.left:
            self.vel.add(Vector(0, 0))
        if self.Keyboard.right and self.Keyboard.up:
            self.vel.add(Vector(1, -1.5))
        if self.Keyboard.left and self.Keyboard.up:
            self.vel.add(Vector(-1, -1.5))

        if self.Keyboard.right and self.Keyboard.down:
            self.vel.add(Vector(1, 1.5))
        if self.Keyboard.left and self.Keyboard.down:
            self.vel.add(Vector(-1, 1.5))

        if self.Keyboard.up:
            self.vel.add(Vector(self.forVec().x / 100, self.forVec().y / 100))
        if self.Keyboard.down:
            self.vel.add(
                Vector(-self.forVec().x / 100, -(self.forVec().y) / 100))
        if self.Keyboard.right:
            self.generator.rotate(1.5)
        if self.Keyboard.left:
            self.generator.rotate(-1.5)