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grenade.py
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66 lines (56 loc) · 2.43 KB
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import pygame
import math
class Grenade(pygame.sprite.Sprite):
def __init__(self, x, y, direction, speed, damage, radius, scale_x=1, scale_y=1):
super().__init__()
self.image = pygame.image.load("images/grenade.png").convert_alpha()
self.image = pygame.transform.scale(self.image, (30 * scale_x, 30 * scale_y))
self.rect = self.image.get_rect(center=(x, y))
self.direction = pygame.math.Vector2(direction).normalize()
self.speed = speed * scale_x
self.damage = damage
self.radius = radius * ((scale_x + scale_y) / 2)
self.distance_travelled = 0
self.max_distance = 1000 * scale_x
self.bounce_count = 3
self.explode_timer_started = False
self.explode_start_time = 0
self.explode_delay = 1000
self.scale_x = scale_x
self.scale_y = scale_y
def update(self, walls):
if self.explode_timer_started:
if pygame.time.get_ticks() - self.explode_start_time >= self.explode_delay:
return True
return False
move = self.direction * self.speed
self.rect.x += move.x
self.rect.y += move.y
self.distance_travelled += self.speed
for wall in walls:
if self.rect.colliderect(wall.rect):
if abs(move.x) > abs(move.y):
self.direction.x *= -1
else:
self.direction.y *= -1
self.bounce_count -= 1
break
self.speed *= 0.96
if self.speed < 0.5 or self.bounce_count <= 0 or self.distance_travelled >= self.max_distance:
self.explode_timer_started = True
self.explode_start_time = pygame.time.get_ticks()
return False
class ExplosionEffect(pygame.sprite.Sprite):
def __init__(self, x, y, radius, scale_x=1, scale_y=1, duration=100):
super().__init__()
self.scale_x = scale_x
self.scale_y = scale_y
self.radius = radius * ((scale_x + scale_y) / 2)
size = int(self.radius * 2)
self.image = pygame.Surface((size, size), pygame.SRCALPHA)
pygame.draw.circle(self.image, (255, 100, 0, 120), (size // 2, size // 2), int(self.radius))
self.rect = self.image.get_rect(center=(x, y))
self.spawn_time = pygame.time.get_ticks()
self.duration = duration
def update(self):
return pygame.time.get_ticks() - self.spawn_time > self.duration