import pygame import player import rotor from fahrzeug import Fahrzeug, get_angle import time class Helicopter(Fahrzeug, pygame.sprite.Sprite): def __init__(self, x, y): super().__init__(x, y) self.image = pygame.image.load("resources/helicopter.jpg").convert_alpha() self.image = self.image.subsurface(44, 0, 44, 99) self.image = pygame.transform.scale(self.image, (self.image.get_width() * 1.2, self.image.get_height() * 1.2)) self.rect = self.image.get_rect(center=(x, y)) self.rect.centerx = x self.rect.centery = y self.rotor = rotor.Rotor(self.rect.centerx, self.rect.centery) self.dest_x = x self.dest_y = y self.rect = self.image.get_rect() self.angle = 0 self.speed = 1 self.duration_speed = 0.02 self.start_time = time.time() self.debug = False def update(self, player): keys = pygame.key.get_pressed() if keys[pygame.K_a]: self.rect.centerx -= self.speed self.dest_x -= self.speed self.angle = 90 if keys[pygame.K_d]: self.rect.centerx += self.speed self.dest_x += self.speed self.angle = 270 if keys[pygame.K_w]: self.rect.centery -= self.speed self.dest_y -= self.speed self.angle = 0 if keys[pygame.K_s]: self.rect.centery += self.speed self.dest_y += self.speed self.angle = 180 elapsed_time = time.time() - self.start_time if elapsed_time >= self.duration_speed: if self.rect.centerx < player.rect.centerx: self.rect.centerx += self.speed if self.rect.centery < player.rect.centery: self.rect.centery += self.speed if self.rect.centerx > player.rect.centerx: self.rect.centerx -= self.speed if self.rect.centery > player.rect.centery: self.rect.centery -= self.speed self.start_time = time.time() if self.rect.centerx != self.dest_x or self.rect.centery != self.dest_y: if self.Tank > 0: self.Tank -= 0.1 self.angle = get_angle((self.rect.centerx, self.rect.centery), (self.dest_x, self.dest_y)) - 90 self.rotor.update(self) def draw(self, win): rotated_image = pygame.transform.rotate(self.image, self.angle) rotated_rect = rotated_image.get_rect(center=self.rect.center) # debug nicht anrühren # self.angle += 1 if self.debug: pygame.draw.rect(win, (0, 255, 0), self.rect) win.blit(rotated_image, rotated_rect) self.rotor.draw(win)