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Player.py
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Player.py
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import pygame
from settings import *
from Bullet import *
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.player_img = pygame.image.load(path.join(img_dir, "playerShip1_orange.png")).convert()
self.player_mini_img = pygame.transform.scale(self.player_img, (25, 19))
self.image = pygame.transform.scale(self.player_img, (50, 38))
self.image.set_colorkey(BLACK)
self.player_mini_img.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
self.shield = 100
self.shield_up_sound = pygame.mixer.Sound(path.join(snd_dir, 'powerup_shield_up.wav'))
self.shield_down_sound = pygame.mixer.Sound(path.join(snd_dir, 'powerup_shield_down.wav'))
self.shoot_delay = 250
self.shoot_sound = pygame.mixer.Sound(path.join(snd_dir, 'laser_2.wav'))
self.last_shot = pygame.time.get_ticks()
self.lives = 3
self.hidden = False
self.hide_timer = pygame.time.get_ticks()
self.power = 1
self.power_sound = pygame.mixer.Sound(path.join(snd_dir, 'powerup_gun.wav'))
self.power_timer = pygame.time.get_ticks()
# DEBUGGING: pygame.draw.circle(self.image, RED, self.rect.center, self.radius) # used to check the circle collistion
def update(self):
# Timeout for power-ups
if self.power >= 2 and pygame.time.get_ticks() - self.power_timer > POWERUP_TIME:
self.power -= 1
self.power_timer = pygame.time.get_ticks()
self.shield_down_sound.play()
# Unhide the player if currently hidden
if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
self.hidden = False
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
# Movement [LEFT & RIGHT]
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_a] or keystate[pygame.K_LEFT]:
self.speedx = -7 # change player speed here
if keystate[pygame.K_d] or keystate[pygame.K_RIGHT]:
self.speedx = 7 # and change player speed here
if keystate[pygame.K_SPACE]:
self.shoot()
self.rect.x += self.speedx
# Boundaries
if self.rect.right > WIDTH: # right boundary
self.rect.right = WIDTH
if self.rect.left < 0: # left boundary
self.rect.left = 0
def powerup(self):
self.power += 1
self.power_timer = pygame.time.get_ticks()
self.power_sound.play()
self.power_sound.set_volume(0.8)
def shoot(self):
now = pygame.time.get_ticks()
if (now - self.last_shot) > self.shoot_delay:
self.last_shot = now
if self.power == 1:
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
self.shoot_sound.play()
self.shoot_sound.set_volume(0.8)
if self.power >= 2:
bullet1 = Bullet(self.rect.left + 4, self.rect.centery)
bullet2 = Bullet(self.rect.right, self.rect.centery)
all_sprites.add(bullet1)
all_sprites.add(bullet2)
bullets.add(bullet1)
bullets.add(bullet2)
self.shoot_sound.play()
self.shoot_sound.set_volume(0.8)
def hide(self):
# Hide the player temporarily
self.hidden = True
self.hide_timer = pygame.time.get_ticks()
self.rect.center = (WIDTH / 2, HEIGHT + 200)