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spaceship.py
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spaceship.py
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from typing import Any
import math
import pygame
from pygame.locals import *
class Spaceship(pygame.sprite.Sprite):
def __init__(self, image_path, x, y, screen_width, screen_height):
super().__init__()
self.image = pygame.transform.scale(pygame.image.load(image_path), (30, 30))
self.original_image = self.image
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.screen_width = screen_width
self.screen_height = screen_height
self.thrust = 0.05 # thrust increment per frame
self.drag = 1.05
self.max_speed = 3
self.speed = 0 # current speed
self.rotation_speed = 3
self.angle = 0
def rotate(self):
# rotate the ship image and update the rect
self.image = pygame.transform.rotate(self.original_image, self.angle)
self.rect = self.image.get_rect(center=self.rect.center) # keep the center in the same place
def update(self):
keys = pygame.key.get_pressed()
# rotate the ship based on arrow key inputs
if keys[K_LEFT]:
self.angle += self.rotation_speed
if keys[K_RIGHT]:
self.angle -= self.rotation_speed
# Up arrow key thrusts forward
if keys[K_UP]:
# Calculate the velocity based on the ship's angle
rad_angle = math.radians(self.angle)
self.speed += self.thrust
self.speed = min(self.speed, self.max_speed)
else:
self.speed /= self.drag
rad_angle = math.radians(self.angle)
self.rect.x -= math.sin(rad_angle) * self.speed
self.rect.y -= math.cos(rad_angle) * self.speed
# Ensure the ship doesn't go offscreen
if self.rect.x < 0:
self.rect.x = 0
if self.rect.y < 0:
self.rect.y = 0
if self.rect.x > self.screen_width:
self.rect.x = self.screen_width
if self.rect.y > self.screen_height:
self.rect.y = self.screen_height
self.rotate()
def draw(self, screen):
screen.blit(self.image, self.rect)