import pygame from constants import PLAYER_RADIUS, PLAYER_TURN_SPEED, PLAYER_SPEED, PLAYER_SHOT_SPEED, PLAYER_SHOOT_COOLDOWN from circleshape import CircleShape from shot import Shot class Player(CircleShape): def __init__(self, x, y): super().__init__(x, y, PLAYER_RADIUS) self.rotation = 0 self.shot_cooldown_counter = 0 def draw(self, screen): pygame.draw.polygon(screen, "white", self.triangle(), 2) def update(self, dt): self.shot_cooldown_counter -= dt keys = pygame.key.get_pressed() if keys[pygame.K_a]: self.rotate(-dt) if keys[pygame.K_d]: self.rotate(dt) if keys[pygame.K_w]: self.move(dt) if keys[pygame.K_s]: self.move(-dt) if keys[pygame.K_SPACE]: self.shoot() def rotate(self, dt): self.rotation += PLAYER_TURN_SPEED * dt def move(self, dt): forward = pygame.Vector2(0, 1).rotate(self.rotation) self.position += forward * PLAYER_SPEED * dt def shoot(self): if self.shot_cooldown_counter > 0: return shot = Shot(self.position[0], self.position[1]) shot.velocity = pygame.Vector2(0, 1).rotate(self.rotation) * PLAYER_SHOT_SPEED self.shot_cooldown_counter = PLAYER_SHOOT_COOLDOWN def triangle(self): forward = pygame.Vector2(0, 1).rotate(self.rotation) right = pygame.Vector2(0, 1).rotate(self.rotation + 90) * self.radius / 1.5 a = self.position + forward * self.radius b = self.position - forward * self.radius - right c = self.position - forward * self.radius + right return [a, b, c]