114 lines
3.2 KiB
Python
114 lines
3.2 KiB
Python
import arcade
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import math
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from bullet import Bullet
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from bonus import Bonus
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class Tank():
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ls = list()
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def __init__(self,x,y,type='enemy'):
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self.sp_body = arcade.SpriteList()
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self.sp_gun = arcade.SpriteList()
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self.type = type
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self.x = x
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self.y = y
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self.gun_angle = 0
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self.speed = 5
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self.health = 100
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self.max_health = 100
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if type == 'player':
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body = arcade.Sprite(
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'./assets/tankBody_blue.png',
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scale=1
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)
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gun = arcade.Sprite()
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gun.append_texture(arcade.load_texture('./assets/tankBlue_barrel2.png'))
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gun.append_texture(arcade.load_texture('./assets/tankBlue_barrel3.png'))
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gun.append_texture(arcade.load_texture('./assets/tankBlue_barrel1.png'))
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gun.cur = 0
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gun.set_texture(gun.cur)
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else:
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body = arcade.Sprite(
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'./assets/tankBody_dark.png',
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scale=1
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)
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gun = arcade.Sprite(
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'./assets/tankBlue_barrel2.png',
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scale=1
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)
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body.center_x = x
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body.center_y = y
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self.sp_body.append(body)
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gun.center_x = x
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gun.center_y = y
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self.sp_gun.append(gun)
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Tank.ls.append(self)
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def gun_to_xy(self,x,y):
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for gun in self.sp_gun:
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gun.angle = math.atan2(x-gun.center_x,y-gun.center_y) * 180 / math.pi
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def move(self,dx,dy):
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for body in self.sp_body:
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body.change_x = dx*self.speed
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body.change_y = dy*self.speed
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if dx != 0 or dy != 0:
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body.angle = math.atan2(dx,dy) * 180 / math.pi
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for gun in self.sp_gun:
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gun.change_x = dx*self.speed
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gun.change_y = dy*self.speed
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def shoot(self):
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for gun in self.sp_gun:
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Bullet(
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gun.center_x,
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gun.center_y,
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gun.angle,
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shift = 50
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)
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def destroy(self):
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Tank.ls.remove(self)
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@classmethod
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def update(cls):
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for tank in cls.ls:
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tank.sp_body.update()
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tank.x = tank.sp_body[0].center_x
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tank.y = tank.sp_body[0].center_y
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tank.sp_gun.update()
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#Подбор усилителей
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colls = Bonus.get_colls(tank.sp_body[0])
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for bonus in colls:
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if bonus.type == 'star':
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for gun in tank.sp_gun:
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if gun.cur > len(gun.textures):
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gun.cur = 0
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gun.set_texture(gun.cur)
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else:
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gun.cur += 1
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gun.set_texture(gun.cur)
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bonus.destroy()
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#Столкновения с пулями
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colls = Bullet.get_colls(tank.sp_body[0])
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for bullet in colls:
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tank.health -= 10
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bullet.destroy()
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if tank.health <= 0:
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tank.destroy()
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@classmethod
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def draw(cls):
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for tank in cls.ls:
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tank.sp_body.draw()
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tank.sp_gun.draw()
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heal_max_width = 40
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heal_width = tank.health/tank.max_health * heal_max_width
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arcade.draw_polygon_filled([
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(tank.x-heal_max_width//2,tank.y+25),
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(tank.x-heal_max_width//2+heal_width,tank.y+25),
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(tank.x-heal_max_width//2+heal_width,tank.y+20),
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(tank.x-heal_max_width//2,tank.y+20),
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],(255,0,0))
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arcade.draw_polygon_outline([
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(tank.x-20,tank.y+25),
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(tank.x+20,tank.y+25),
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(tank.x+20,tank.y+20),
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(tank.x-20,tank.y+20),
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],(0,0,0))
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