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37 lines (33 loc) · 1.35 KB
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Copy pathbullet.py
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37 lines (33 loc) · 1.35 KB
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import pygame
import math
from save import LAYERS
class Bullet(pygame.sprite.Sprite):
def __init__(self, screen, pos, direction, player, group):
super().__init__(player.group, group)
self.active = True
self.screen = screen
self.pos = pygame.Vector2(pos)
self.initial_pos = pygame.Vector2(pos)
self.direction = direction
self.speed = 500 # pixels per second?
self.radius = 5
self.player = player
self.max_distance = 1500
self.dmg = player.dmg
self.penetration = player.penetration
self.collided_enemies = []
# angle to mouse
angle = math.degrees(math.atan2(-direction.y, direction.x))
self.original_sprite = pygame.transform.scale(pygame.image.load('./assets/bullet.png').convert_alpha(), (85, 55))
self.sprite = pygame.transform.rotate(self.original_sprite, angle)
self.rect = self.sprite.get_rect(center=pos)
self.rect = self.rect.inflate(self.rect.width*0,self.rect.height*0)
self.z = LAYERS['air_effects']
def update(self, dt):
self.pos += self.direction * self.speed * dt
self.rect.center = self.pos
self.check_distance()
def check_distance(self):
if self.pos.distance_to(self.initial_pos) > self.max_distance:
self.active = False
self.kill()