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ships_and_lasers.py
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ships_and_lasers.py
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import pygame
class BaseShip:
def __init__(self, x, y, health=100) -> None:
self.x = x
self.y = y
self.health = health
self.ship_img = None
self.laser_img = None
self.lasers = []
self.cool_down_counter = 0
self.COOL_DOWN = 30
def draw (self, window):
window.blit(self.ship_img, (self.x, self.y))
for laser in self.lasers:
laser.draw(window)
def move_lasers(self, velocity, object, height):
self.cooldown()
for laser in self.lasers:
laser.move(velocity)
if laser.off_screen(height):
self.lasers.remove(laser)
elif laser.collision(object):
object.health -= 10
self.lasers.remove(laser)
def get_width(self):
return self.ship_img.get_width()
def get_height(self):
return self.ship_img.get_height()
def cooldown(self):
if self.cool_down_counter >= self.COOL_DOWN:
self.cool_down_counter = 0
elif self.cool_down_counter > 0:
self.cool_down_counter += 1
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
class PlayerShip(BaseShip):
def __init__(self, x, y, ship_img, laser_img, health=100) -> None:
super().__init__(x, y, health)
self.ship_img = ship_img
self.laser_img = laser_img
self.mask = pygame.mask.from_surface(self.ship_img)
self.max_health = health
def move_lasers(self, velocity, objects, height):
self.cooldown()
for laser in self.lasers:
laser.move(velocity)
if laser.off_screen(height):
self.lasers.remove(laser)
else:
for object in objects:
if laser.collision(object):
objects.remove(object)
if laser in self.lasers:
self.lasers.remove(laser)
def draw(self, window):
super().draw(window)
self.health_bar(window)
def health_bar(self, window):
pygame.draw.rect(window, (255, 0, 0), (self.x, self.y + self.ship_img.get_height() + 10, self.ship_img.get_width(), 10))
pygame.draw.rect(window, (0, 255, 0), (self.x, self.y + self.ship_img.get_height() + 10, self.ship_img.get_width() * self.health / self.max_health, 10))
class EnemyShip(BaseShip):
def __init__(self, x, y, ship_img, laser_img, health=100) -> None:
super().__init__(x, y, health)
self.ship_img = ship_img
self.laser_img = laser_img
self.mask = pygame.mask.from_surface(self.ship_img)
def move(self, velocity):
self.y += velocity
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x-20, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
class Laser:
def __init__(self, x, y, img) -> None:
self.x = x
self.y = y
self.img = img
self.mask = pygame.mask.from_surface(self.img)
def draw(self, window):
window.blit(self.img, (self.x, self.y))
def move(self, veloctiy):
self.y += veloctiy
def off_screen(self, height):
return not (self.y <= height and self.y >= 0)
def collision(self, obj):
return collide(self, obj)
def collide(obj1, obj2):
offset_x = obj2.x - obj1.x
offset_y = obj2.y - obj1.y
return obj1.mask.overlap(obj2.mask, (offset_x, offset_y)) != None