Created
November 7, 2011 15:40
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from __future__ import division, print_function | |
import pygame, math | |
from pygame.locals import * | |
import random | |
import function | |
import character | |
class Rocket(entity.Entity): | |
sprite = function.load_image("projectiles/rockets/0") | |
max_flight_time = 15 | |
damage = 35 | |
blastradius = 65 | |
knockback = 200 | |
def __init__(self, game, state, sourceweapon): | |
gameobject.Gameobject.__init__(self, game, state) | |
self.direction = 0.0 | |
self.flight_time = 0.0 | |
self.sourceweapon = sourceweapon | |
srcwep, srcplayer = state.entities[sourceweapon], state.entities[state.entities[sourceweapon].owner] | |
self.x = srcwep.x | |
self.y = srcwep.y | |
self.fade = 0 | |
self.direction = srcwep.direction | |
self.speed = 500 | |
self.hspeed = math.cos(math.radians(self.direction)) * self.speed | |
self.vspeed = math.sin(math.radians(self.direction)) * -self.speed | |
def destroy(self, game, state): | |
if not self.fade: | |
for obj in state.entities.values(): | |
if isinstance(obj, character.Character) and math.hypot(self.x - obj.x, self.y - obj.y) < self.blastradius: | |
force = (1-(math.hypot(self.x - obj.x, self.y - obj.y)/self.blastradius))*self.knockback | |
obj.hspeed += force*((obj.x-self.x)/math.hypot(self.x - obj.x, self.y - obj.y)) | |
obj.vspeed += force*((obj.y-self.y)/math.hypot(self.x - obj.x, self.y - obj.y))/3 | |
gameobject.Gameobject.destroy(self, state) | |
def step(self, game, state, frametime): | |
self.speed += 30# Copied from GMK-GG2; should simulate some very basic acceleration+air resistance. | |
self.speed *= 0.92 | |
self.hspeed = math.cos(math.radians(self.direction)) * self.speed | |
self.vspeed = math.sin(math.radians(self.direction)) * -self.speed | |
# calculate direction | |
self.direction = function.point_direction(self.x - self.hspeed, self.y - self.vspeed, self.x, self.y) | |
def endstep(self, game, state, frametime): | |
gameobject.Gameobject.endstep(self, game, state, frametime) | |
self.flight_time += frametime | |
image = pygame.transform.rotate(self.sprite, self.direction) | |
mask = pygame.mask.from_surface(image) | |
if game.map.collision_mask.overlap(mask, (int(self.x), int(self.y))) or self.flight_time > self.max_flight_time: | |
self.destroy(game, state) | |
def draw(self, game, state, frametime): | |
image = pygame.transform.rotate(self.sprite, self.direction) | |
game.draw_world(image, (self.x, self.y)) | |
def interpolate(self, next_object, alpha): | |
gameobject.Gameobject.interpolate(self, next_object, alpha) | |
self.direction = function.interpolate_angle(self.direction, next_object.direction, alpha) |
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