import pygame from circleshape import CircleShape from constants import (LINE_WIDTH, PLAYER_RADIUS, PLAYER_SHOOT_COOLDOWN_SECONDS, PLAYER_SHOOT_SPEED, PLAYER_SPEED, PLAYER_TURN_SPEED, SHOT_RADIUS) from shot import Shot class Player(CircleShape): def __init__(self, x, y) -> None: super().__init__(x, y, PLAYER_RADIUS) self.rotation = 0 self.cooldown = 0 def triangle(self) -> list[pygame.Vector2]: 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] def draw(self, screen: pygame.Surface) -> None: pygame.draw.polygon(screen, "white", self.triangle(), LINE_WIDTH) def rotate(self, dt: float) -> None: self.rotation += PLAYER_TURN_SPEED * dt def update(self, dt: float) -> None: self.cooldown -= 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_s]: self.move(dt) if keys[pygame.K_w]: self.move(-dt) if keys[pygame.K_SPACE]: self.shoot() def move(self, dt: float) -> None: unit_vector = pygame.Vector2(0, 1) rotated_vector = unit_vector.rotate(self.rotation) rotated_with_speed_vector = rotated_vector * PLAYER_SPEED * dt self.position += rotated_with_speed_vector def shoot(self): if self.cooldown > 0: return s = Shot(self.position.x, self.position.y, SHOT_RADIUS) s.velocity = pygame.Vector2(0, 1).rotate(self.rotation) * PLAYER_SHOOT_SPEED self.cooldown = PLAYER_SHOOT_COOLDOWN_SECONDS