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python pygame bullet test playground
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import time | |
import math | |
import pygame | |
import random | |
from pygame import Vector2 | |
pygame.init() | |
class Game: | |
def __init__(self): | |
self.window_size = Vector2(512) | |
self.window = pygame.display.set_mode(self.window_size, pygame.DOUBLEBUF) | |
pygame.display.set_caption('playground') | |
self.screen_scale = 3 | |
self.screen = pygame.Surface(self.window_size/self.screen_scale) | |
self.screen_size = Vector2(self.screen.get_size()) | |
self.clock = pygame.time.Clock() | |
self.mpos = Vector2(pygame.mouse.get_pos()) / self.screen_scale | |
self.p_pos = self.screen_size / 2 | |
self.p_vel = Vector2() | |
self.bullets = [] | |
self.shells = [] | |
self.cam_offset = Vector2() | |
self.time_scale = 1 | |
self.shot_timer = 0 | |
self.fire_rate = 1/20 | |
def run(self): | |
while 1: | |
self.process_events() | |
self.update() | |
self.draw() | |
def process_events(self): | |
for event in pygame.event.get(): | |
if (event.type == pygame.QUIT or | |
(event.type == pygame.KEYDOWN and | |
event.key == pygame.K_ESCAPE)): | |
pygame.quit() | |
quit() | |
self.p_vel = Vector2() | |
pressed = pygame.key.get_pressed() | |
if pressed[pygame.K_w]: | |
self.p_vel.y -= 80 | |
if pressed[pygame.K_s]: | |
self.p_vel.y += 80 | |
if pressed[pygame.K_a]: | |
self.p_vel.x -= 80 | |
if pressed[pygame.K_d]: | |
self.p_vel.x += 80 | |
if pygame.mouse.get_pressed()[0] and not self.shot_timer: | |
mpos = Vector2(pygame.mouse.get_pos()) / self.screen_scale | |
vec = (mpos - self.p_pos).normalize() | |
self.bullets.append(Bullet(self.p_pos + vec * 15, vec)) | |
eject_vec = Vector2(-vec.y, vec.x) | |
self.bullets.append(Shell(self.p_pos + (vec * 4) + (eject_vec * 4), eject_vec)) | |
shake = vec * -(random.random() * 4 + 4) | |
self.cam_offset = shake | |
self.p_vel = shake * 50 | |
self.shot_timer = self.fire_rate | |
self.time_scale = 0.2 | |
def update(self): | |
tdt = self.clock.tick(60) * 0.001 | |
self.time_scale = min(1, self.time_scale + tdt * 4) | |
dt = tdt * self.time_scale | |
self.shot_timer = max(0, self.shot_timer - dt) | |
self.cam_offset *= .8 | |
self.p_pos += self.p_vel * dt | |
if self.p_pos.x < 0: | |
self.p_pos.x = 0 | |
elif self.p_pos.x > self.screen_size.x: | |
self.p_pos.x = self.screen_size.x | |
if self.p_pos.y < 0: | |
self.p_pos.y = 0 | |
elif self.p_pos.y > self.screen_size.y: | |
self.p_pos.y = self.screen_size.y | |
for bullet in self.bullets[:]: | |
bullet.update(dt) | |
if bullet.life < 0: | |
self.bullets.remove(bullet) | |
continue | |
if not (0 < bullet.pos.x < self.screen_size.x): | |
if bullet.pos.x < 0: | |
bullet.pos.x = 0 | |
else: | |
bullet.pos.x = self.screen_size.x | |
bullet.vel.x *= -1 | |
if not (0 < bullet.pos.y < self.screen_size.y): | |
if bullet.pos.y < 0: | |
bullet.pos.y = 0 | |
else: | |
bullet.pos.y = self.screen_size.y | |
bullet.vel.y *= -1 | |
for shell in self.shells[:]: | |
shell.update(dt) | |
if shell.life < 0: | |
self.shells.remove(shell) | |
continue | |
if not (0 < shell.pos.x < self.screen_size.x): | |
if shell.pos.x < 0: | |
shell.pos.x = 0 | |
else: | |
shell.pos.x = self.screen_size.x | |
shell.vel.x *= -1 | |
if not (0 < shell.pos.y < self.screen_size.y): | |
if shell.pos.y < 0: | |
shell.pos.y = 0 | |
else: | |
shell.pos.y = self.screen_size.y | |
shell.vel.y *= -1 | |
def draw(self): | |
self.screen.fill((60,50,60)) | |
layer = pygame.Surface(self.screen.get_size(), pygame.SRCALPHA) | |
for bullet in self.bullets: | |
layer.blit(bullet.surf, bullet.pos - Vector2(bullet.surf.get_size())/2) | |
for shell in self.shells: | |
layer.blit(shell.surf, shell.pos - Vector2(shell.surf.get_size())/2) | |
mpos = Vector2(pygame.mouse.get_pos()) / self.screen_scale | |
vec = (mpos - self.p_pos).normalize() | |
degrees = math.degrees(math.atan2(vec.y, vec.x)) | |
angle = (360 + degrees) % 360 | |
pygame.draw.line(layer, (0,200,0), self.p_pos, self.p_pos + vec * 10, 1) | |
pygame.draw.circle(layer, (0,200,0), self.p_pos, 2) | |
self.mpos = mpos | |
self.screen.blit(layer, self.cam_offset) | |
pygame.transform.scale(self.screen, self.window_size, self.window) | |
pygame.display.flip() | |
class Bullet: | |
__slots__ = [ | |
'pos', 'vel', 'speed', '_speed', | |
'_surf', 'life', 'rot_speed' | |
] | |
def __init__(self, pos, vel): | |
self.pos = Vector2(pos) | |
self.vel = Vector2(vel) | |
self.speed = 100 | |
self._speed = 100 | |
surf = pygame.Surface(Vector2(8, 4)) | |
pygame.draw.rect(surf, (100, 100, 100), (0,0,6,4)) | |
pygame.draw.circle(surf, (100, 100, 100), (6,2), 2) | |
self._surf = surf | |
self.life = 5 | |
def update(self, dt): | |
self.pos += self.vel * self.speed * dt | |
self.life -= dt | |
@property | |
def surf(self): | |
if not self.vel: | |
return self._surf | |
vel = self.vel.normalize() | |
degrees = math.degrees(math.atan2(vel.y, vel.x)) | |
angle = (360 + degrees) % 360 | |
return pygame.transform.rotozoom(self._surf, -angle, self.life / 5) | |
class Shell(Bullet): | |
def __init__(self, pos, vel): | |
super().__init__(pos, vel) | |
surf = pygame.Surface(Vector2(8, 4)) | |
pygame.draw.rect(surf, (200, 200, 0), (0, 0, 2, 4)) | |
pygame.draw.rect(surf, (200, 0, 0), (2, 0, 6, 4)) | |
self._surf = surf | |
self.speed = random.randint(80, 100) | |
self._speed = int(self.speed) | |
self.rot_speed = random.random() | |
def update(self, dt): | |
super().update(dt) | |
self.speed *= 1 - dt * 1.8 | |
@property | |
def surf(self): | |
if not self.vel: | |
return self._surf | |
vel = self.vel.normalize() | |
degrees = math.degrees(math.atan2(vel.y, vel.x)) | |
angle = (360 + degrees - 90 - (360 * ((self.speed/self._speed)*self.rot_speed))) % 360 | |
return pygame.transform.rotozoom(self._surf, -angle, self.life / 5) | |
Game().run() |
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