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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]
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