feat: complete the game
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import pygame
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from circleshape import CircleShape
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from constants import (LINE_WIDTH, PLAYER_RADIUS, PLAYER_SHOOT_COOLDOWN_SECONDS, PLAYER_SHOOT_SPEED,
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PLAYER_SPEED, PLAYER_TURN_SPEED, SHOT_RADIUS)
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from shot import Shot
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class Player(CircleShape):
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def __init__(self, x, y) -> None:
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super().__init__(x, y, PLAYER_RADIUS)
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self.rotation = 0
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self.cooldown = 0
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def triangle(self) -> list[pygame.Vector2]:
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forward = pygame.Vector2(0, 1).rotate(self.rotation)
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right = pygame.Vector2(0, 1).rotate(self.rotation + 90) * self.radius / 1.5
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a = self.position + forward * self.radius
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b = self.position - forward * self.radius - right
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c = self.position - forward * self.radius + right
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return [a, b, c]
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def draw(self, screen: pygame.Surface) -> None:
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pygame.draw.polygon(screen, "white", self.triangle(), LINE_WIDTH)
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def rotate(self, dt: float) -> None:
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self.rotation += PLAYER_TURN_SPEED * dt
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def update(self, dt: float) -> None:
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self.cooldown -= dt
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keys = pygame.key.get_pressed()
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if keys[pygame.K_a]:
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self.rotate(-dt)
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if keys[pygame.K_d]:
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self.rotate(dt)
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if keys[pygame.K_s]:
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self.move(dt)
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if keys[pygame.K_w]:
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self.move(-dt)
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if keys[pygame.K_SPACE]:
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self.shoot()
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def move(self, dt: float) -> None:
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unit_vector = pygame.Vector2(0, 1)
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rotated_vector = unit_vector.rotate(self.rotation)
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rotated_with_speed_vector = rotated_vector * PLAYER_SPEED * dt
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self.position += rotated_with_speed_vector
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def shoot(self):
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if self.cooldown > 0:
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return
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s = Shot(self.position.x, self.position.y, SHOT_RADIUS)
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s.velocity = pygame.Vector2(0, 1).rotate(self.rotation) * PLAYER_SHOOT_SPEED
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self.cooldown = PLAYER_SHOOT_COOLDOWN_SECONDS
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