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import pygame
from locals import *
import util
import random
def init():
Seagull.animation = []
Seagull.animation.append(util.load_image("lokki1"))
Seagull.animation.append(util.load_image("lokki2"))
Seagull.animation.append(util.load_image("lokki3"))
Seagull.death_sound = util.load_sound("kraah")
class Seagull (pygame.sprite.Sprite):
animation = None
death_sound = None
def __init__(self):
pygame.sprite.Sprite.__init__(self)
if not Seagull.animation or not Seagull.death_sound:
seagull.init()
self.image = Seagull.animation[0]
#self.hitmask = pygame.surfarray.array_alpha(self.image)
self.rect = self.image.get_rect()
self.rect.top = SCREEN_HEIGHT / 10.0 + random.random() * SCREEN_HEIGHT / 10.0
self.rect.left = SCREEN_WIDTH
self.area = pygame.display.get_surface().get_rect()
self.vect = [-2.0, 0.0]
self.angle = 0
self.target_angle = 0
self.t = 0
self.dying = False
self.dead = False
self.frame = 0
def update(self):
self.t += 1
if not self.dying:
if self.t % 3 == 0:
self.frame += 1
if self.frame >= len(Seagull.animation):
self.frame = 0
self.rect.left += self.vect[0]
self.rect.top += self.vect[1]
#if (self.t / 3) % len(Seagull.animation) == 2:
#self.vect[1] -= 5.0
#if self.angle != self.target_angle:
self.update_angle(self.angle * 0.8 + self.target_angle * 0.2)
if self.dying:
self.vect[1] += 1.0
if not self.rect.colliderect(self.area):
self.dead = True
def update_angle(self, angle):
self.angle = angle
# seagulls look best when they are sharp
#~ self.image = util.rotate(Seagull.animation[self.frame], self.angle)
self.image = pygame.transform.rotate(Seagull.animation[self.frame], self.angle)
self.rect.width = self.image.get_width()
self.rect.height = self.image.get_height()
#self.hitmask = pygame.surfarray.array_alpha(self.image)
def die(self):
if (Variables.sound):
Seagull.death_sound.play()
self.target_angle = 90
self.dying = True
self.vect = [0.0, -3.0]
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