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tank.py
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tank.py
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from pygame.locals import *
import pygame
from constants import *
from part import Bullet
class Tank:
def __init__(self, coords, direction, phoenix=None, enemy=None):
self.coords = coords
self.rect = pygame.Rect((coords[0], coords[1]), (40, 40))
self.direction = direction
self.phoenix = phoenix
self.enemy = enemy
self.bullet = None
self.score = 0
self.alive = True
self.shot_bullet = False
def update_bullet(self):
self.shot_bullet = True
x = self.rect.left + PART_SIZE / 2
y = self.rect.top + PART_SIZE / 2
dir = self.direction
self.bullet = Bullet([x, y], dir)
def set_coordinates(self, coordinates):
self.rect.left, self.rect.top = coordinates
def move_left(self):
if self.valid_move(-MOVE_PIXELS, 0):
pass
else:
self.player = pygame.transform.rotate(
self.player, DIRECTIONS[self.direction + 'd'])
self.direction = 'd'
self.move_down()
def move_right(self):
if self.valid_move(MOVE_PIXELS, 0):
pass
else:
self.player = pygame.transform.rotate(
self.player, DIRECTIONS[self.direction + 'u'])
self.direction = 'u'
self.move_up()
def move_up(self):
if self.valid_move(0, -MOVE_PIXELS):
pass
else:
self.player = pygame.transform.rotate(
self.player, DIRECTIONS[self.direction + 'l'])
self.direction = 'l'
self.move_left()
def move_down(self):
if self.valid_move(0, MOVE_PIXELS):
pass
else:
self.player = pygame.transform.rotate(
self.player, DIRECTIONS[self.direction + 'r'])
self.direction = 'r'
self.move_right()
def move_enemy(self):
if self.direction == 'l':
self.move_left()
elif self.direction == 'd':
self.move_down()
elif self.direction == 'u':
self.move_up()
elif self.direction == 'r':
self.move_right()
self.shoot_bullet_enemy()
def valid_move(self, dx, dy):
self.rect.left += dx
self.rect.top += dy
for wall in walls:
if self.rect.colliderect(wall.rect):
if dx > 0:
self.rect.right = wall.rect.left
if dx < 0:
self.rect.left = wall.rect.right
if dy > 0:
self.rect.bottom = wall.rect.top
if dy < 0:
self.rect.top = wall.rect.bottom
return False
if self.enemy:
for enemy in self.enemy:
if self.rect.colliderect(enemy):
if dx > 0:
self.rect.right = enemy.rect.left
if dx < 0:
self.rect.left = enemy.rect.right
if dy > 0:
self.rect.bottom = enemy.rect.top
if dy < 0:
self.rect.top = enemy.rect.bottom
return False
return True
def direct_hit(self):
for enemy in self.enemy:
if self.rect.top == enemy.rect.top:
if self.rect.left > enemy.rect.left:
self.rotate_player('l')
else:
self.rotate_player('r')
return True
elif self.rect.left == enemy.rect.left:
if self.rect.top > enemy.rect.top:
self.rotate_player('u')
else:
self.rotate_player('d')
return True
return False
def hit_phoenix(self):
for enemy in self.enemy:
if self.rect.top >= enemy.phoenix[1] and self.rect.top <= enemy.phoenix[1] + 2 * PART_SIZE:
if self.rect.left <= enemy.phoenix[0]:
self.rotate_player('r')
else:
self.rotate_player('l')
return True
elif self.rect.left >= enemy.phoenix[0] and self.rect.left <= enemy.phoenix[0] + 2 * PART_SIZE:
if self.rect.top <= enemy.phoenix[1]:
self.rotate_player('d')
else:
self.rotate_player('u')
return True
return False
def shoot_bullet_enemy(self):
if self.direct_hit():
if not self.shot_bullet:
self.update_bullet()
if self.bullet:
if self.bullet.active:
self.bullet.move(self.enemy)
self.screen.blit(self.bullet.image, (
self.bullet.rect.left, self.bullet.rect.top))
else:
self.shot_bullet = False