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turret.py
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#!/usr/bin/env python
import pygame
import constants
from network import Type
import physical_object
from physical_object import PhysicalObject
import bullet
import math
from pygame.rect import Rect
import play_sound
from pygame import mixer
from pygame.mixer import Sound
TURRET_WIDTH = 24
TURRET_HEIGHT = 28
GUN_CHARGEUP_TIME = 100
class Turret(PhysicalObject):
"""This class represents a turret"""
typ = Type.TURRET
timeLeftToCharge = 0
def __init__(self, position, level):
PhysicalObject.__init__(self, position)
self.level = level
self.controllingPlayer = physical_object.OWNER_DEFENDER
self.physicsRect = pygame.rect.Rect(self.r_x, self.r_y, TURRET_WIDTH, TURRET_HEIGHT)
self.image = pygame.image.load('images/defenses.png')
self.rect = self.image.get_rect()
self.actions = {"charged 0": (0, 112, TURRET_WIDTH, TURRET_HEIGHT),
"charged 50": (TURRET_WIDTH, 112, TURRET_WIDTH, TURRET_HEIGHT),
"charged 100": (2*TURRET_WIDTH, 112, TURRET_WIDTH, TURRET_HEIGHT)}
self.boundsRect = Rect(level.rect.x,level.rect.y,level.rect.width,constants.SCREEN_HEIGHT)
self.action = "charged 0"
self.area = pygame.rect.Rect(self.actions[self.action])
#print 'turret (x,y) = ', (self.r_x, self.r_y)
#print 'turret owner = ', self.controllingPlayer
self.timeLeftToCharge = GUN_CHARGEUP_TIME
def step(self, scrollPosition):
# translate movement boundary
self.boundsRect.y = scrollPosition
# update self
PhysicalObject.step(self, scrollPosition)
if self.timeLeftToCharge < (1/5.0)*GUN_CHARGEUP_TIME:
self.action = "charged 100"
elif self.timeLeftToCharge < (3/5.0)*GUN_CHARGEUP_TIME:
self.action = "charged 50"
else:
self.action = "charged 0"
self.area = pygame.rect.Rect(self.actions[self.action])
if self.physicsRect.colliderect(self.boundsRect):
turretSeesShip = False
target = None
for o in self.level.physicalObjects:
if(o.controllingPlayer == physical_object.OWNER_ATTACKER and
o.targetType == physical_object.TARGET_TYPE_SHIP):
turretSeesShip = True
target = o
if turretSeesShip:
self.timeLeftToCharge -= 1
if self.timeLeftToCharge <= 0:
# it's the ship! get it!
soundEfx = pygame.mixer.Sound(constants.TURRET_BULLET_SFX)
soundEfx.set_volume(0.5)
play_sound.PlaySounds(soundEfx, 2)
theBullet = bullet.Bullet((self.rect.x + TURRET_WIDTH/2 - bullet.BULLET_WIDTH/2, self.rect.y + (bullet.BULLET_HEIGHT + 6)), "tur")
theBullet.controllingPlayer = self.controllingPlayer
# old velocity code
#deltaX = o.r_x - self.r_x
#deltaY = o.r_y - self.r_y
#distance = math.hypot(deltaX, deltaY)
#theBullet.v_x = bullet.DEFAULT_SPEED*(deltaX/distance) # v_x = speed*cos
#theBullet.v_y = bullet.DEFAULT_SPEED*(deltaY/distance) # v_y = speed*sin
# new velocity code; apparently tries to divide by zero and take the square root of a negative number
#timeToImpact = ((o.r_x*o.v_x + o.r_y*o.v_y + math.sqrt(-pow(o.r_y,2)*(-1 + pow(o.v_x, 2)) + o.r_x*(o.r_x + 2*o.r_y*o.v_x*o.v_y - o.r_x*pow(o.v_y, 2))))/(-1 + pow(o.v_x, 2) + pow(o.v_y, 2)))
#theBullet.v_x = (o.r_x + timeToImpact*o.v_x)/timeToImpact
#theBullet.v_y = (o.r_y + timeToImpact*o.v_y)/timeToImpact
# new velocity code, mk. II
futurepos = (target.r_x, target.r_y) # Guess that where they'll be in the future is where they are now
MY_SPEED = 1.5 + constants.SCROLL_RATE
for i in range(0, 4):
dist = (futurepos[0] - self.r_x, futurepos[1] - self.r_y)
timetotarget = math.hypot(dist[0], dist[1]) / bullet.DEFAULT_SPEED
distcovered = (target.v_x*timetotarget, target.v_y*timetotarget)
futurepos = (target.r_x + distcovered[0], target.r_y + distcovered[1])
dirNotNormalized = (futurepos[0] - self.r_x, futurepos[1] - self.r_y)
dirNormalized = ((dirNotNormalized[0]/math.hypot(dirNotNormalized[0], dirNotNormalized[1]),
dirNotNormalized[1]/math.hypot(dirNotNormalized[0], dirNotNormalized[1])))
theBullet.v_x = MY_SPEED*dirNormalized[0]
theBullet.v_y = MY_SPEED*dirNormalized[1]
# end of velocity code
self.childObjects.append(theBullet)
self.timeLeftToCharge = GUN_CHARGEUP_TIME
else: # if the turret doesn't see the ship,
self.timeLeftToCharge = GUN_CHARGEUP_TIME # then the turret should power down