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player.py
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player.py
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from beak import *
class Player(ScaledSprite):
def __init__(self, ctx: pygame.surface, image: str, scale: float, speedfactor: int, on_use_weapon: Callable[[ScaledSprite],[]], on_die: Callable[[],[]]):
ScaledSprite.__init__(self, ctx, image, scale)
self.max_y = 0
self.max_x = 0
self.score = 0
self.speedX = 0
self.speedY = 0
self.speedfactor = speedfactor
self.weapon = Beak(ctx, self)
self.attacking = False
self.on_use_weapon = on_use_weapon
self.dying = False
self.death_count = 0
self.on_die = on_die
def set_limits(self, max_x: int, max_y: int):
self.max_x = max_x
self.max_y = max_y
def update(self):
if not self.dying:
if self.attacking:
self.weapon.use(self.on_use_weapon)
if self.speedX < 0:
if self.rect.x + self.speedX * self.speedfactor > 0:
self.rect.x += self.speedX * self.speedfactor
else:
self.rect.x = 0
elif self.speedX > 0:
if self.rect.x + self.speedX * self.speedfactor + self.get_width() < self.max_x:
self.rect.x += self.speedX * self.speedfactor
else:
self.rect.x = self.max_x - self.get_width()
else:
self.speedX = 0
self.death_count += 1
if self.death_count < 60:
self.image = pygame.transform.rotozoom(self.image, 8, 2 - (1.01 ** self.death_count))
else:
self.on_die()