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asteroid.py
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40 lines (30 loc) · 1.41 KB
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from circleshape import CircleShape
from constants import *
import random
import pygame
class Asteroid(CircleShape):
def __init__(self, x, y, radius):
super().__init__(x, y, radius)
def draw(self, screen):
pygame.draw.circle(screen, (255, 255, 255), (int(self.position.x), int(self.position.y)), self.radius, 2)
def update(self, dt):
self.position += self.velocity * dt
def kill(self):
self.radius = 0 # mark as dead
return super().kill()
def split(self):
if self.radius <= ASTEROID_MIN_RADIUS:
self.kill()
return []
random_angle = random.uniform(ASTEROID_SPLIT_ANGLE_MIN, ASTEROID_SPLIT_ANGLE_MAX)
new_vector1 = self.velocity.rotate(random_angle) * ASTEROID_SPLIT_SPEED_MULTIPLIER
new_vector2 = self.velocity.rotate(-random_angle) * ASTEROID_SPLIT_SPEED_MULTIPLIER
new_radius = self.radius - ASTEROID_MIN_RADIUS
asteroid1 = Asteroid(self.position.x, self.position.y, new_radius)
asteroid1.velocity = new_vector1
new_radius = self.radius - ASTEROID_MIN_RADIUS
asteroid2 = Asteroid(self.position.x, self.position.y, new_radius)
asteroid2.velocity = new_vector2
# kill this asteroid since new ones were created.
self.kill()
return [asteroid1, asteroid2]