import pygame from pygame.locals import * from simulation import Simulation from rocket import Rocket class Sprite_Rocket(pygame.sprite.Sprite): def __init__(self, simulation: type[Simulation], floor: int): super().__init__() self.simulation = simulation self.rocket = self.simulation.rocket self.floor = floor def update(self, display_width, display_height): first_stage_height = 90 #TODO first_stage_width = 60 rocket_color = (244, 67, 54) flame_radius = 10 flame_color = (255, 125, 100) total_rocket_height = flame_radius * 2 i = self.simulation.rocket.stages_spent stage_height = first_stage_height / (i + 1) for _ in self.simulation.rocket.stages: total_rocket_height += stage_height stage_height /= 2 i += 1 self.image = pygame.Surface([first_stage_width, total_rocket_height], pygame.SRCALPHA) #self.image.fill((0, 255, 0)) i = self.simulation.rocket.stages_spent stage_height = first_stage_height stage_y = first_stage_height for _ in self.simulation.rocket.stages: stage_width = first_stage_width / (i + 1) stage_x = i * (stage_width / 2) pygame.draw.rect(self.image, rocket_color, pygame.Rect(stage_x, total_rocket_height - stage_y - (flame_radius * 2), stage_width, stage_height)) stage_y += stage_height / 2 stage_height /= 2 i += 1 #draw flame: TODO: Flame should show direction somehow (gimbal) if self.simulation.rocket.current_stage().engines_on and self.simulation.rocket.current_stage().fuel_mass > 0: pygame.draw.circle(self.image, flame_color, (first_stage_width / 2, total_rocket_height - flame_radius), flame_radius) #heading self.image = pygame.transform.rotozoom(self.image, -self.simulation.heading, 1) self.rect = self.image.get_rect() rocket_x = display_width / 2 - (first_stage_width / 2) rocket_y = display_height - self.floor#TODO: 100 is a const. SHARE THAT ACROSS THIGNS (FLOOR) self.rect.bottomleft = [rocket_x, rocket_y]