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navalObject.py
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navalObject.py
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import worldObject
from ship import Ship
import pygame
import Constants
def capspeed(speed, value, max_speed):
speed += value
final_value = min(abs(speed), abs(max_speed))
if(speed < 0):
final_value = -final_value
return final_value
class NavalObject(worldObject.WorldObject):
def __init__(self, ship, speed_x, speed_y, x, y):
super().__init__(x, y)
self.ship = ship
self.speed_x = speed_x
self.speed_y = speed_y
#Methods to change the speed of the naval object
def add_speed_x(self, value):
self.speed_x = capspeed(self.speed_x, value, self.ship.max_speed)
def add_speed_y(self, value):
self.speed_y = capspeed(self.speed_y, value, self.ship.max_speed)
def set_speed_x(self, value):
self.speed_x = value
def set_speed_y(self, value):
self.speed_y = value
def object_advance(self):
if self.rect.x < Constants.COAST_OFFSET():
self.rect.x = Constants.COAST_OFFSET()
self.set_speed_x(0)
if self.rect.x > Constants.SCREEN_WIDTH() - self.rect.width - Constants.COAST_OFFSET():
self.rect.x = Constants.SCREEN_WIDTH() - self.rect.width - Constants.COAST_OFFSET()
self.set_speed_x(0)
self.rect.x += self.speed_x
if self.rect.y < 0:
self.rect.y = 0
self.set_speed_y(0)
if self.rect.y > Constants.GAME_AREA_HEIGHT() - self.rect.height:
self.rect.y = Constants.GAME_AREA_HEIGHT() - self.rect.height
self.set_speed_y(0)
self.rect.y += self.speed_y
def set_ship(self, ship):
self.ship = ship
class Player(NavalObject):
def __init__(self, ship, speed_x, speed_y, x, y, nb_pop, money, nb_missil):
super().__init__(ship, speed_x, speed_y, x, y)
#Changing the size of the player
self.image = pygame.image.load("ressources/bluesquare.png")
#self.image = pygame.transform.scale(self.image, (16, 16))
self.rect = self.image.get_rect()
#Counting the money
self.money = money
self.score = 0
#Counting missiles
self.nb_missil=nb_missil
self.nb_pop = nb_pop
self.left = False
self.right = False
self.top = False
self.bottom = False
#Method that returs the number of migrants that were kicked from the ship from the number given
def add_pop(self, n):
self.nb_pop += n
kicked_out = 0
if self.nb_pop > self.ship.cargo:
kicked_out = self.nb_pop - self.ship.cargo
self.nb_pop = self.ship.cargo
return kicked_out
def update(self):
self.object_advance()
if self.top:
self.add_speed_y(-self.ship.acceleration)
if self.left:
self.add_speed_x(-self.ship.acceleration)
if self.bottom:
self.add_speed_y(self.ship.acceleration)
if self.right:
self.add_speed_x(self.ship.acceleration)
if not self.right and not self.left :
if abs(self.speed_x) < self.ship.decceleration:
self.set_speed_x(0)
else:
final_speed = abs(self.speed_x) - self.ship.decceleration
if self.speed_x < 0:
final_speed = - final_speed
self.set_speed_x(final_speed)
if not self.top and not self.bottom:
if abs(self.speed_y) < self.ship.decceleration:
self.set_speed_y(0)
else:
final_speed = abs(self.speed_y) - self.ship.decceleration
if self.speed_y < 0:
final_speed = - final_speed
self.set_speed_y(final_speed)
#print(str(self.rect.x) + ' and ' + str(self.rect.y))