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Ballistic bullets
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import pygame, sys | |
import math | |
from ppb_vector import Vector2 as Vector | |
#Colours | |
BLACK = (0, 0, 0) | |
WHITE = (255, 255, 255) | |
BLUE = (217, 231, 249) | |
GOLD = (255, 255, 0) | |
PURPLE = (202, 90, 155) | |
GREEN = (23, 210, 155) | |
width = 800 | |
height = 600 | |
pygame.init() | |
clock = pygame.time.Clock() | |
screen = pygame.display.set_mode([width, height]) | |
pygame.display.set_caption('Tanks') | |
running = True | |
#x_speed = 0 | |
#y_speed = 0 | |
#STEP = 5 | |
#SPEED = 5 | |
initial = 10 | |
theta = math.pi/6 | |
#time=t | |
dt=1 | |
GRAVITY = Vector(0, 9) | |
# class for players | |
class Player(pygame.sprite.Sprite): | |
def __init__(self): | |
pygame.sprite.Sprite.__init__(self) | |
self.image = pygame.Surface([50, 30]) | |
self.image.fill(BLACK) | |
self.rect = self.image.get_rect() | |
self.rect.x = 575 | |
self.rect.y = 400 | |
self.speedx = 0 | |
self.score = 0 | |
def update(self, *args): | |
self.speedx = 0 | |
pressed = pygame.key.get_pressed() | |
if pressed[pygame.K_RIGHT]: | |
self.speedx = 5 | |
if pressed[pygame.K_LEFT]: | |
self.speedx = -5 | |
if self.rect.left < 405: | |
self.rect.left = 405 | |
if self.rect.right > 800: | |
self.rect.right = 800 | |
self.rect.x += self.speedx | |
def shoot(self): | |
bullet = Bullet(self.rect.centerx, self.rect.top) | |
all_sprites_list.add(bullet) | |
bullets.add(bullet) | |
class Player2(pygame.sprite.Sprite): | |
def __init__(self): | |
pygame.sprite.Sprite.__init__(self) | |
self.image = pygame.Surface([50, 30]) | |
self.image.fill(BLACK) | |
self.rect = self.image.get_rect() | |
self.rect.x = 180 | |
self.rect.y = 400 | |
self.speedx = 0 | |
self.score = 0 | |
def update(self, *args): | |
self.speedx = 0 | |
pressed = pygame.key.get_pressed() | |
if pressed[pygame.K_d]: | |
self.speedx = 5 | |
if pressed[pygame.K_a]: | |
self.speedx = -5 | |
if self.rect.left < 0: | |
self.rect.left = 0 | |
if self.rect.right > 375: | |
self.rect.right = 375 | |
self.rect.x += self.speedx | |
def shoot(self): | |
bullet = Bullet(self.rect.centerx, self.rect.top) | |
all_sprites_list.add(bullet) | |
bullets.add(bullet) | |
class Bullet(pygame.sprite.Sprite): | |
def __init__(self, x, y): | |
print(f"Init Bullet {x}, {y}") | |
pygame.sprite.Sprite.__init__(self) | |
self.image = pygame.Surface([10,10]) | |
self.image.fill(BLACK) | |
self.position = Vector(x, y) | |
self.velocity_vector = Vector(-1, -1).normalize() * 75 | |
self.rect = self.image.get_rect() | |
self.rect.center = tuple(self.position) | |
self.friction = .9922 | |
def update(self, time_delta): | |
self.velocity_vector = ((self.velocity_vector) + (GRAVITY * time_delta)) * self.friction | |
self.position += self.velocity_vector * time_delta | |
self.rect.center = tuple(self.position) | |
print(f"Bullet at {self.position.x}, {self.position.y}") | |
if self.rect.left < 0 or self.rect.right> 800: | |
self.kill() | |
if self.rect.top > 500: | |
self.kill() | |
all_sprites_list = pygame.sprite.Group() | |
bullets = pygame.sprite.Group() | |
Player1 = Player() | |
Player2 = Player2() | |
all_sprites_list.add(Player1) | |
all_sprites_list.add(Player2) | |
running = True | |
# MAIN LOOP | |
while running: | |
time_delta = clock.tick(60) / 1000 | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
running = False | |
elif event.type == pygame.KEYDOWN: | |
if event.key == pygame.K_SPACE: | |
Player1.shoot() | |
if event.key == pygame.K_q: | |
Player2.shoot() | |
screen.fill(BLUE) | |
pygame.draw.rect(screen, GREEN, (0, 430, 800, 170)) | |
pygame.draw.rect(screen, GREEN, (375, 330, 30, 100)) | |
all_sprites_list.update(time_delta) | |
all_sprites_list.draw(screen) | |
pygame.display.flip() | |
pygame.quit() |
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