#!/usr/bin/env python3 # -*- coding: utf-8 -*- # import os, pygame class Generate: def __init__(self, screen): self.inFlight = False self.vx = 40 self.vy = 40 self.screen = screen screen_width, screen_height = screen.get_size() self.pos = (screen_width / 2, screen_height) self.image = pygame.image.load(os.path.join('img','pin.png')).convert_alpha() self.size = self.image.get_size() def throwAt(self, target): self.inFlight = True x, y = target self.target = (x, y - self.size[1]) def isStuck(self): if self.pos == self.target: # print('Pin stuck!') return True def blitme(self): self.screen.blit(self.image, self.pos) def moveTowardsTarget(self): ############################## # # Late-Night-Comments: # # OK, this works, but honestly, # it would probably be much more effective # to just be more lenient on isStuck # e.g. accept approximate positions. ############################### x, y = self.pos tx, ty = self.target xToCover = tx - x; yToCover = ty - y; # Please someone turn this into python ;) if abs(xToCover) < self.vx: self.vx = self.vx/2 if abs(yToCover) < self.vy: self.vy = self.vy/2 if xToCover < 0: xstep = -1 * self.vx elif xToCover == 0: xstep = 0 else: xstep = 1* self.vx newx = x + xstep if yToCover < 0: ystep = -1 * self.vy # = d * v (direction * speed) elif yToCover == 0: ystep = 0 else: ystep = 1 * self.vy newy = y + ystep # print('DEBUG :: pin target: ' + str(tx) + ',' + str(ty)) # print('DEBUG :: pin position: ' + str(newx) + ',' + str(newy)) # print('DEBUG :: pin distance: ' + str(xToCover) + ',' + str(yToCover)) # print('DEBUG :: pin speed: ' + str(self.vx) + ',' + str(self.vy)) # print('') self.pos = (newx, newy)