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bird.py
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bird.py
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import pygame
import os
BIRD_IMGS = [
pygame.transform.scale2x(pygame.image.load(os.path.join("imgs", "bird1.png"))),
pygame.transform.scale2x(pygame.image.load(os.path.join("imgs", "bird2.png"))),
pygame.transform.scale2x(pygame.image.load(os.path.join("imgs", "bird3.png"))),
]
class Bird:
IMGS = BIRD_IMGS
MAX_ROTATION = 25
MIN_ROTATION = -45
ROT_VEL = 20
ANIMATION_TIME = 5
def __init__(self, x, y):
self.x = x
self.y = y
self.rotation = 0
self.tick_count = 0
self.vel = 0
self.img_count = 0
self.img = self.IMGS[0]
def jump(self):
self.vel = -10.5 # pygame need a negative velocity to go up
self.tick_count = 0
def move(self):
self.tick_count += 1
d = self.vel * self.tick_count + 1.5 * self.tick_count ** 2
d = d if d < 16 else 16 # Cap the fall speed
d = d - 2 if d > 0 else d # Increase the jump
self.y = self.y + d
if d < 0:
if self.rotation < self.MAX_ROTATION:
self.rotation = self.MAX_ROTATION
else:
if self.rotation > self.MIN_ROTATION:
self.rotation -= self.ROT_VEL
def draw(self, win):
self.img_count += 1
if self.img_count % 3 == 0:
self.img = self.IMGS[0]
if self.img_count % 3 == 1:
self.img = self.IMGS[1]
if self.img_count % 3 == 2:
self.img = self.IMGS[2]
if self.rotation <= 0: # No flapping while falling
self.img = self.IMGS[1]
rotated_image = pygame.transform.rotate(self.img, self.rotation)
new_rect = rotated_image.get_rect(
center=self.img.get_rect(topleft=(self.x, self.y)).center
)
win.blit(rotated_image, new_rect.topleft)
def get_mask(self):
return pygame.mask.from_surface(self.img)