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bullet.py
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# -*- coding: iso-8859-1 -*-
# File: bullet.py
# Author: Casey Jones
#
# Created on July 20, 2009, 4:48 PM
#
# This file is part of Alpha Beta Gamma (abg).
#
# ABG is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# ABG is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with ABG. If not, see <http://www.gnu.org/licenses/>.
import sys, pygame, frametime, properties
from enemy import Enemy
class Bullet:
bullet = pygame.image.load("res/bullet.png").convert()
player_bulletrect = bullet.get_rect()
enemy_bulletrect = bullet.get_rect()
player_bullets = []
enemy_bullets = []
blackSurface = pygame.Surface([bullet.get_width(), bullet.get_height()])
blackSurface.fill([0,0,0])
screen = None
def set_screen(self, screen):
self.screen = screen
def player_fire(self, pshiprect):
self.player_bulletrect = self.bullet.get_rect()
#move the firing position of the bullet a little higher
#so it doesn't erase part of the ship
pshiprect = (pshiprect[0], pshiprect[1] - 10)
self.player_bulletrect.move_ip(pshiprect)
self.player_bullets.append(self.player_bulletrect)
def enemy_fire(self, enemyrect):
self.enemy_bulletrect = self.bullet.get_rect()
enemyrect = (enemyrect[0], enemyrect[1] + 10)
self.enemy_bulletrect.move_ip(enemyrect)
self.enemy_bullets.append(self.enemy_bulletrect)
def move(self, enemy, player):
to_update = []
if len(self.player_bullets) > 0:
to_delete = []
player_bullet_speed = [0, -600]
player_bullet_speed = frametime.modify_speed(player_bullet_speed)
enemies = enemy.getEnemies()
to_delete = []
to_update += self.player_bullets
for i in range(len(self.player_bullets)):
self.screen.blit(self.blackSurface, self.player_bullets[i])
self.player_bullets[i] = self.player_bullets[i].move(player_bullet_speed)
self.screen.blit(self.bullet, self.player_bullets[i])
#If bullet goes off the top of the screen
if self.player_bullets[i].top < 0:
to_delete.append(i)
#If bullet hits an enemy
collision = self.player_bullets[i].collidelist([x.enemyrect for x in enemies])
if collision != -1:
to_delete.append(i)
to_update.append(enemy.remove(collision))
for x in to_delete:
self.player_bullet_remove(x)
to_update += self.enemy_bullets
if len(self.enemy_bullets) > 0:
to_delete = []
enemy_bullet_speed = [0, 400]
enemy_bullet_speed = frametime.modify_speed(enemy_bullet_speed)
prect = player.get_player_rect();
for i in range(len(self.enemy_bullets)):
self.screen.blit(self.blackSurface, self.enemy_bullets[i])
self.enemy_bullets[i] = self.enemy_bullets[i].move(enemy_bullet_speed)
self.screen.blit(self.bullet, self.enemy_bullets[i])
#If bullet goes off the top of the screen
if self.enemy_bullets[i].bottom > properties.height:
to_delete.append(i)
collision = self.enemy_bullets[i].colliderect(prect)
if collision:
to_delete.append(i)
player.give_damage(10)
for x in to_delete:
self.enemy_bullet_remove(x)
to_update += self.player_bullets
to_update += self.enemy_bullets
return to_update
def player_bullet_remove(self, index):
try:
self.screen.blit(self.blackSurface, self.player_bullets[index])
del self.player_bullets[index]
except IndexError:
print("IndexError for bullet {0} of {1}".format(index, len(self.enemy_bullets)))
def enemy_bullet_remove(self, index):
try:
self.screen.blit(self.blackSurface, self.enemy_bullets[index])
del self.enemy_bullets[index]
except IndexError:
print("IndexError for bullet {0} of {1}".format(index +1, len(self.enemy_bullets)))
def game_over(self):
for i in range(len(self.enemy_bullets)):
self.screen.blit(self.blackSurface, self.enemy_bullets[i])
for i in range(len(self.player_bullets)):
self.screen.blit(self.blackSurface, self.player_bullets[i])
del self.enemy_bullets[:]
del self.player_bullets[:]