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comet.py
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import pygame
import random
# Classe représentant une comète
class Comet(pygame.sprite.Sprite):
def __init__(self, comet_event):
super().__init__()
# définition de l'image de la comète
self.image = pygame.image.load("assets/comet.png")
self.image = pygame.transform.scale(self.image, (150, 150))
self.rect = self.image.get_rect()
self.velocity = random.randint(3, 5)
self.rect.x = random.randint(20, 800)
self.rect.y = - random.randint(0, 800)
self.origin_image = self.image
self.angle = 0
self.comet_event = comet_event
def rotate(self):
self.angle += 2
self.image = pygame.transform.rotozoom(self.origin_image, self.angle, 1)
self.rect = self.image.get_rect(center=self.rect.center)
def remove_comets(self):
self.comet_event.all_comets.remove(self)
if len(self.comet_event.all_comets) == 0:
# reset la barre à 0
self.comet_event.reset_percent()
if self.comet_event.counter < 3:
# fait apparaître les monstres
self.comet_event.game.spawn_enemy()
self.comet_event.game.spawn_enemy()
else:
self.comet_event.game.spawn_boss()
self.comet_event.game.sound_manager.stop("start")
self.comet_event.game.sound_manager.play("boss")
def fall(self, surface):
self.rect.y += self.velocity
self.rotate()
# vérifie que la comète touche le sol
if self.rect.y >= surface.get_height():
self.remove_comets()
if len(self.comet_event.all_comets) == 0:
self.comet_event.reset_percent()
self.comet_event.fall_mode = False
if self.comet_event.game.check_collision(self, self.comet_event.game.all_players):
print("Joueur est touché!")
self.remove_comets()
self.comet_event.game.player.damage(20)