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bullet.py
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import pygame
from pygame.sprite import Sprite
p_laser_a = pygame.image.load("images/p_laser_a.png")
p_laser_b = pygame.image.load("images/p_laser_b.png")
a_laser_a = pygame.image.load("images/a_laser_a.png")
a_laser_b = pygame.image.load("images/a_laser_b.png")
laser_a = [a_laser_a, p_laser_a]
laser_b = [a_laser_b, p_laser_b]
class Bullet(Sprite):
def __init__(self, ai_settings, screen, source, is_ship):
super(Bullet, self).__init__()
self.screen = screen
self.bullet_type = 0
if is_ship:
self.bullet_type = 1
self.image = laser_a[self.bullet_type]
self.frame = 0
self.rect = self.image.get_rect()
self.rect.centerx = source.rect.centerx
if is_ship:
self.rect.top = source.rect.top
else:
self.rect.top = source.rect.bottom
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
if self.bullet_type == 1:
self.speed_factor = ai_settings.bullet_speed_factor
else:
self.speed_factor = ai_settings.alien_bullet_speed_factor
def update(self):
if self.bullet_type == 1:
self.y -= self.speed_factor
else:
self.y += self.speed_factor
self.rect.y = self.y
self.rotate()
def rotate(self):
if self.frame == 0 or self.frame >= 8:
self.image = laser_a[self.bullet_type]
self.frame = 0
elif self.frame == 4:
self.image = laser_b[self.bullet_type]
self.frame += 1
def blitme(self):
self.screen.blit(self.image, self.rect)