From 0a981d38fd2e6bbb65996511780dc04728fb3739 Mon Sep 17 00:00:00 2001 From: Sourcery AI <> Date: Wed, 30 Nov 2022 20:01:20 +0000 Subject: [PATCH] 'Refactored by Sourcery' --- Space_Cute_2d/explosion.py | 20 ++---- Space_Cute_2d/main2.py | 94 ++++++++++++++-------------- Space_Cute_2d/main2_2players.py | 67 ++++++++++---------- Space_Cute_2d/mainwindow.py | 15 ++--- Space_Cute_2d/my_queue.py | 5 +- Space_Cute_2d/nave.py | 4 +- Space_Cute_2d/propellant.py | 21 +++---- Space_Cute_2d/star.py | 2 +- Space_Cute_3d/explosion.py | 20 ++---- Space_Cute_3d/main2.py | 29 +++++---- Space_Cute_3d/mainwindow.py | 15 ++--- Space_Cute_3d/my_queue.py | 5 +- Space_Cute_3d/nave.py | 8 +-- Space_Cute_3d/planeta.py | 4 +- Space_Cute_3d/propellant.py | 21 +++---- Space_Cute_3d/star.py | 2 +- Space_Cute_3d_1_person/explosion.py | 20 ++---- Space_Cute_3d_1_person/main2.py | 18 +++--- Space_Cute_3d_1_person/mainwindow.py | 15 ++--- Space_Cute_3d_1_person/my_queue.py | 5 +- Space_Cute_3d_1_person/nave.py | 8 +-- Space_Cute_3d_1_person/planeta.py | 14 ++--- 22 files changed, 179 insertions(+), 233 deletions(-) diff --git a/Space_Cute_2d/explosion.py b/Space_Cute_2d/explosion.py index f076c8e..d6931b5 100644 --- a/Space_Cute_2d/explosion.py +++ b/Space_Cute_2d/explosion.py @@ -70,20 +70,12 @@ def draw(self): glDisable(GL_TEXTURE_2D) if time() - self.start >= EXPLOSION_FRAME: - if not self.type == "player": - self.quadro += 1 - self.start = time() - - if self.quadro >= EXPLOSION_FRAMES: - self.quadro = 0 - self.dead = True - else: - self.quadro += 1 - self.start = time() - - if self.quadro >= EXPLOSION_FRAMES: - self.quadro = 0 - self.dead = True + self.quadro += 1 + self.start = time() + + if self.quadro >= EXPLOSION_FRAMES: + self.quadro = 0 + self.dead = True # Move o objeto def move_me(self, x, y): diff --git a/Space_Cute_2d/main2.py b/Space_Cute_2d/main2.py index f4a201c..fcf52d7 100644 --- a/Space_Cute_2d/main2.py +++ b/Space_Cute_2d/main2.py @@ -144,9 +144,9 @@ def __init__(self, parent): self.explosion_queue = Queue_rotative() self.propellant_queue = Queue_rotative() self.power_queue = Queue_rotative() - self.animation_explosion = [None for i in range (EXPLOSION_FRAMES)] - self.animation_propellant_enemy = [None for i in range (PROPELLANT_FRAMES)] - self.img_planets = [None for i in range (10)] + self.animation_explosion = [None for _ in range (EXPLOSION_FRAMES)] + self.animation_propellant_enemy = [None for _ in range (PROPELLANT_FRAMES)] + self.img_planets = [None for _ in range (10)] self.img_nave_azul = None self.img_nave_amarela = None self.img_nave_preta = None @@ -166,35 +166,35 @@ def __init__(self, parent): # Inicializa as filas de pre carregamentos def init_queue(self): - for i in range (20): + for _ in range (20): new = Enemy() self.enemy_queue.push(new) - for i in range (50): + for _ in range (50): new = Asteroide() self.asteroid_queue.push(new) - for i in range(100): + for _ in range(100): new = Shoot() self.bullets_queue.push(new) - for i in range(10): + for _ in range(10): new = Flor() self.flowers_queue.push(new) - for i in range(10): + for _ in range(10): new = Planeta() self.planets_queue.push(new) - for i in range(50): + for _ in range(50): new = Explode() self.explosion_queue.push(new) - for i in range(30): + for _ in range(30): new = Propellant() self.propellant_queue.push(new) - for i in range(20): + for _ in range(20): new = Power_up() self.power_queue.push(new) @@ -221,13 +221,16 @@ def initializeGL(self): self.imageID_back = self.loadImage("img/Background.png") for i in range(EXPLOSION_FRAMES): - self.animation_explosion[i] = self.loadImage("img/explosion/Comp" + str(i) + ".png") + self.animation_explosion[i] = self.loadImage(f"img/explosion/Comp{str(i)}.png") for i in range(PROPELLANT_FRAMES): - self.animation_propellant_enemy[i] = self.loadImage("img/fire/Comp" + str(i) + ".png") + self.animation_propellant_enemy[i] = self.loadImage( + f"img/fire/Comp{str(i)}.png" + ) + for i in range (10): - self.img_planets[i] = self.loadImage("img/planets/planeta" +str(i) + ".png") + self.img_planets[i] = self.loadImage(f"img/planets/planeta{str(i)}.png") self.img_nave_amarela = self.loadImage("img/nave4.png") self.img_nave_azul = self.loadImage("img/nave1.png") @@ -366,7 +369,7 @@ def paintGL(self): # Desenha os ornamentos ( "Flores" ) # e retira os objetos "mortos" retornando eles para a fila for obj in self.ornaments: - if not obj == None: + if obj is not None: if obj.dead: if isinstance(obj, Flor): self.flowers_queue.push(obj) @@ -395,7 +398,7 @@ def paintGL(self): # e retira os objetos mortos retornando ele para a fila # e instancia uma explosao no lugar for obj in self.in_scene: - if not obj == None: + if obj is not None: if obj.dead: if isinstance(obj, Enemy): new_explosion = self.explosion_queue.pop() @@ -419,9 +422,8 @@ def paintGL(self): elif isinstance(obj, Power_up): self.power_queue.push(obj) self.in_scene.remove(obj) - if isinstance(obj, Nave): - if obj.shooting: - self.create_shoot(obj.move_x + obj.position_x) + if isinstance(obj, Nave) and obj.shooting: + self.create_shoot(obj.move_x + obj.position_x) obj.draw() obj.act() obj.check_dead() @@ -430,7 +432,7 @@ def paintGL(self): for obj_A in self.in_scene: if isinstance(obj_A, Asteroide): for obj_B in self.in_scene: - if not (obj_A == obj_B): + if obj_A != obj_B: if isinstance(obj_B, Nave) and self.collide(obj_B, obj_A): ui.down_life() obj_A.dead = True @@ -464,17 +466,14 @@ def paintGL(self): obj_A.elapsed_shoot_time = 0 for obj_B in self.in_scene: - if not (obj_A == obj_B): + if obj_A != obj_B: if isinstance(obj_B, Nave) and self.collide(obj_B, obj_A): ui.down_life() obj_A.dead = True elif isinstance(obj_B, Shoot) and self.collide(obj_B, obj_A): if not obj_B.is_enemy: obj_A.dead = True - if self.hack: - obj_B.dead = False - else: - obj_B.dead = True + obj_B.dead = not self.hack self.sound_explosion.play() ui.up_point(10) if ui.score % 1000 == 0: @@ -482,28 +481,31 @@ def paintGL(self): elif isinstance(obj_A, Shoot): if obj_A.is_enemy: for obj_B in self.in_scene: - if not (obj_A == obj_B): - if isinstance(obj_B, Nave) and self.collide(obj_B, obj_A): - ui.down_life() - obj_A.dead = True + if ( + obj_A != obj_B + and isinstance(obj_B, Nave) + and self.collide(obj_B, obj_A) + ): + ui.down_life() + obj_A.dead = True elif isinstance(obj_A, Nave): - if self.speed: - obj_A.speed = 3 - else: - obj_A.speed = 0 + obj_A.speed = 3 if self.speed else 0 for obj_B in self.in_scene: - if not (obj_A == obj_B): - if isinstance(obj_B, Power_up) and self.collide(obj_B, obj_A): - obj_B.dead = True - self.sound_power.play() - if obj_B.skin == 0: - ui.up_life() - elif obj_B.skin == 1: - self.hack = True - self.elapsed_time_power_shoot = 0 - elif obj_B.skin == 2: - self.speed = True - self.elapsed_time_power_speed = 0 + if ( + obj_A != obj_B + and isinstance(obj_B, Power_up) + and self.collide(obj_B, obj_A) + ): + obj_B.dead = True + self.sound_power.play() + if obj_B.skin == 0: + ui.up_life() + elif obj_B.skin == 1: + self.hack = True + self.elapsed_time_power_shoot = 0 + elif obj_B.skin == 2: + self.speed = True + self.elapsed_time_power_speed = 0 self.spawn_asteroide() self.spawn_inimigos() @@ -554,7 +556,7 @@ def spawn_planets(self): # Retorna um tamanho aleatorio para os planetas def rand_tam(self): - return float(str(randint(0, 2)) +"."+ str(randint(1, 5))) + return float(f"{str(randint(0, 2))}.{str(randint(1, 5))}") # Retorna um tamanho aleatorio para as estrelas def rand_tam_star(self): diff --git a/Space_Cute_2d/main2_2players.py b/Space_Cute_2d/main2_2players.py index 18bf005..3964f6e 100644 --- a/Space_Cute_2d/main2_2players.py +++ b/Space_Cute_2d/main2_2players.py @@ -81,8 +81,8 @@ def __init__(self, parent): self.propellant_queue = Queue_rotative() - self.animation_explosion = [None for i in range (EXPLOSION_FRAMES)] - self.animation_propellant_enemy = [None for i in range (PROPELLANT_FRAMES)] + self.animation_explosion = [None for _ in range (EXPLOSION_FRAMES)] + self.animation_propellant_enemy = [None for _ in range (PROPELLANT_FRAMES)] self.img_nave_azul = None self.img_nave_amarela = None self.img_nave_preta = None @@ -102,31 +102,31 @@ def __init__(self, parent): def init_queue(self): - for i in range (10): + for _ in range (10): new = Enemy() self.enemy_queue.push(new) - for i in range (10): + for _ in range (10): new = Asteroide() self.asteroid_queue.push(new) - for i in range(50): + for _ in range(50): new = Shoot() self.bullets_queue.push(new) - for i in range(3): + for _ in range(3): new = Flor() self.flowers_queue.push(new) - for i in range(5): + for _ in range(5): new = Planeta() self.planets_queue.push(new) - for i in range(21): + for _ in range(21): new = Explode() self.explosion_queue.push(new) - for i in range(11): + for _ in range(11): new = Propellant() self.propellant_queue.push(new) @@ -188,10 +188,13 @@ def initializeGL(self): self.imageID_back = self.loadImage("img/Background.png") for i in range (EXPLOSION_FRAMES): - self.animation_explosion[i] = self.loadImage("img/explosion/Comp" +str(i) +".png") + self.animation_explosion[i] = self.loadImage(f"img/explosion/Comp{str(i)}.png") for i in range(PROPELLANT_FRAMES): - self.animation_propellant_enemy[i] = self.loadImage("img/fire/Comp" +str(i) +".png") + self.animation_propellant_enemy[i] = self.loadImage( + f"img/fire/Comp{str(i)}.png" + ) + self.img_nave_amarela = self.loadImage("img/nave4.png") self.img_nave_azul = self.loadImage("img/nave1.png") @@ -270,7 +273,7 @@ def paintGL(self): ########### DRAW ORNAMENTS ################## for obj in self.ornaments: - if not obj == None: + if obj is not None: if obj.dead: if isinstance(obj, Flor): self.flowers_queue.push(obj) @@ -292,7 +295,7 @@ def paintGL(self): ########### DRAW SCENE ################## for obj in self.in_scene: - if not obj == None: + if obj is not None: if obj.dead: if isinstance(obj, Enemy): new_explosion = self.explosion_queue.pop() @@ -321,7 +324,7 @@ def paintGL(self): for obj_A in self.in_scene: if isinstance(obj_A, Asteroide): for obj_B in self.in_scene: - if not (obj_A == obj_B): + if obj_A != obj_B: if isinstance(obj_B, Nave) and self.collide(obj_B, obj_A): # obj_B.dead = True ui.down_life() @@ -356,7 +359,7 @@ def paintGL(self): obj_A.elapsed_shoot_time = 0 for obj_B in self.in_scene: - if not (obj_A == obj_B): + if obj_A != obj_B: if isinstance(obj_B, Nave) and self.collide(obj_B, obj_A): # obj_B.dead = True ui.down_life() @@ -364,10 +367,7 @@ def paintGL(self): elif isinstance(obj_B, Shoot) and self.collide(obj_B, obj_A): if not obj_B.is_enemy: obj_A.dead = True - if self.hack : - obj_B.dead = False - else: - obj_B.dead = True + obj_B.dead = not self.hack self.sound_explosion.play() ui.up_point(10) if ui.score % 1000 == 0: @@ -375,11 +375,14 @@ def paintGL(self): elif isinstance(obj_A, Shoot): if obj_A.is_enemy: for obj_B in self.in_scene: - if not (obj_A == obj_B): - if isinstance(obj_B, Nave) and self.collide(obj_B, obj_A): - # obj_B.dead = True - ui.down_life() - obj_A.dead = True + if ( + obj_A != obj_B + and isinstance(obj_B, Nave) + and self.collide(obj_B, obj_A) + ): + # obj_B.dead = True + ui.down_life() + obj_A.dead = True self.spawn_asteroide() self.spawn_inimigos() @@ -416,10 +419,10 @@ def spawn_planets(self): self.elapsed_time_planet = 0 def rand_tam(self): - return float(str(randint(0, 2)) +"."+ str(randint(1, 5))) + return float(f"{str(randint(0, 2))}.{str(randint(1, 5))}") def rand_tam_star(self): - return float("0."+ str(randint(1, 3))) + return float(f"0.{str(randint(1, 3))}") def spawn_flowers(self): if self.elapsed_time_flower >= SPANW_TIME_FLOWER: @@ -453,23 +456,23 @@ def create_inimigos(self): ########### MOVING PLAYER FUNCS ################# def move_left(self): - if self.myNave.move_x + self.myNave.position_x - 4.0 >= -47: + if self.myNave.move_x + self.myNave.position_x >= -43: self.myNave.move_left() self.player_x -= 3 def move_left_and_shoot(self): - if self.myNave.move_x + self.myNave.position_x - 4.0 >= -47: + if self.myNave.move_x + self.myNave.position_x >= -43: self.myNave.move_left() self.player_x -= 3 self.create_shoot(self.player_x) def move_right(self): - if self.myNave.move_x + self.myNave.position_x + 4.0 <= 47: + if self.myNave.move_x + self.myNave.position_x <= 43: self.myNave.move_right() self.player_x += 3 def move_right_and_shoot(self): - if self.myNave.move_x + self.myNave.position_x + 4.0 <= 47: + if self.myNave.move_x + self.myNave.position_x <= 43: self.myNave.move_right() self.player_x += 3 self.create_shoot(self.player_x) @@ -478,12 +481,12 @@ def move_right_and_shoot(self): #############NEWS############################## def move2_left(self): - if self.myNave2.move_x + self.myNave2.position_x - 4.0 >= -47: + if self.myNave2.move_x + self.myNave2.position_x >= -43: self.myNave2.move_left() self.player2_x -= 3 def move2_right(self): - if self.myNave2.move_x + self.myNave2.position_x + 4.0 <= 47: + if self.myNave2.move_x + self.myNave2.position_x <= 43: self.myNave2.move_right() self.player2_x += 3 diff --git a/Space_Cute_2d/mainwindow.py b/Space_Cute_2d/mainwindow.py index 22e768d..33eb29d 100644 --- a/Space_Cute_2d/mainwindow.py +++ b/Space_Cute_2d/mainwindow.py @@ -140,13 +140,10 @@ def down_point(self, points): # Perde vida def down_life(self): - if self.vida > 1: - self.vida -= 1 - self.atualize() - else: - self.vida -= 1 + if self.vida <= 1: self.openGLWidget.dead() - self.atualize() + self.vida -= 1 + self.atualize() # Ganha vida def up_life(self): @@ -156,9 +153,9 @@ def up_life(self): # Atualiza os campos def atualize(self): - self.score_line.setText("Score: " + str(self.score)) - self.Record_line.setText("Record: " + str(self.record)) - self.Life_line.setText("Vida: "+str(self.vida)) + self.score_line.setText(f"Score: {str(self.score)}") + self.Record_line.setText(f"Record: {str(self.record)}") + self.Life_line.setText(f"Vida: {str(self.vida)}") # Verifica se o record foi ultrapassado def check_record(self): diff --git a/Space_Cute_2d/my_queue.py b/Space_Cute_2d/my_queue.py index b558add..e9cfa07 100644 --- a/Space_Cute_2d/my_queue.py +++ b/Space_Cute_2d/my_queue.py @@ -17,7 +17,4 @@ def tam(self): return self.tamanho(self.dates) def tamanho(self, array): - tams = 0 - for i in array: - tams += 1 - return tams \ No newline at end of file + return sum(1 for _ in array) \ No newline at end of file diff --git a/Space_Cute_2d/nave.py b/Space_Cute_2d/nave.py index fc22114..4777994 100644 --- a/Space_Cute_2d/nave.py +++ b/Space_Cute_2d/nave.py @@ -83,14 +83,14 @@ def draw(self): # Define como é feito o movimento para a direita da nave # e verifica se o movimento pode ser feito def move_right(self): - if self.move_x + self.position_x + 4.0 <= 47: + if self.move_x + self.position_x <= 43: self.move_x += 1.5 + self.speed self.propellant.move_me(1.5 + self.speed, 0) # Define como é feito o movimento para a esquerda da nave # e verifica se o movimento pode ser feito def move_left(self): - if self.move_x + self.position_x - 4.0 >= -47: + if self.move_x + self.position_x >= -43: self.move_x -= 1.5 + self.speed self.propellant.move_me(-(1.5 +self.speed) , 0) diff --git a/Space_Cute_2d/propellant.py b/Space_Cute_2d/propellant.py index 10fc1ab..adc70ed 100644 --- a/Space_Cute_2d/propellant.py +++ b/Space_Cute_2d/propellant.py @@ -62,9 +62,6 @@ def draw(self): glTexCoord2f(0, 1) glVertex3f(self.x + w / 2, self.y + h / 2, 1) glTexCoord2f(1, 1) - glVertex3f(self.x - w / 2, self.y + h / 2, 1) - - glEnd() else: glBegin(GL_QUADS) @@ -75,25 +72,21 @@ def draw(self): glTexCoord2f(1, 0) glVertex3f(self.x + w / 2, self.y + h / 2, 1) glTexCoord2f(0, 0) - glVertex3f(self.x - w / 2, self.y + h / 2, 1) + glVertex3f(self.x - w / 2, self.y + h / 2, 1) - glEnd() + glEnd() glPopMatrix() glDisable(GL_TEXTURE_2D) if time() - self.start >= PROPELLANT_FRAME: - if not self.type == "player": - self.quadro += 1 + self.quadro += 1 + if self.type != "player": self.start = time() - if self.type == "fix": - if self.quadro >= PROPELLANT_FRAMES: - self.quadro = 0 + if self.quadro >= PROPELLANT_FRAMES: + self.quadro = 0 + if self.type == "fix": self.dead = True - else: - if self.quadro >= PROPELLANT_FRAMES: - self.quadro = 0 else: - self.quadro += 1 self.start = time() if self.quadro >= PROPELLANT_FRAMES: diff --git a/Space_Cute_2d/star.py b/Space_Cute_2d/star.py index fcb2590..ae42da5 100644 --- a/Space_Cute_2d/star.py +++ b/Space_Cute_2d/star.py @@ -68,4 +68,4 @@ def get_y(self): # Retorna um numero randomico para velocidade da estrela def rand_speed(self): - return float(str(randint(0, 1)) +"."+ str(randint(3, 9))) \ No newline at end of file + return float(f"{str(randint(0, 1))}.{str(randint(3, 9))}") \ No newline at end of file diff --git a/Space_Cute_3d/explosion.py b/Space_Cute_3d/explosion.py index f076c8e..d6931b5 100644 --- a/Space_Cute_3d/explosion.py +++ b/Space_Cute_3d/explosion.py @@ -70,20 +70,12 @@ def draw(self): glDisable(GL_TEXTURE_2D) if time() - self.start >= EXPLOSION_FRAME: - if not self.type == "player": - self.quadro += 1 - self.start = time() - - if self.quadro >= EXPLOSION_FRAMES: - self.quadro = 0 - self.dead = True - else: - self.quadro += 1 - self.start = time() - - if self.quadro >= EXPLOSION_FRAMES: - self.quadro = 0 - self.dead = True + self.quadro += 1 + self.start = time() + + if self.quadro >= EXPLOSION_FRAMES: + self.quadro = 0 + self.dead = True # Move o objeto def move_me(self, x, y): diff --git a/Space_Cute_3d/main2.py b/Space_Cute_3d/main2.py index f5c1c86..daf1c59 100644 --- a/Space_Cute_3d/main2.py +++ b/Space_Cute_3d/main2.py @@ -99,9 +99,9 @@ def __init__(self, parent): self.explosion_queue = Queue_rotative() self.propellant_queue = Queue_rotative() self.power_queue = Queue_rotative() - self.animation_explosion = [None for i in range (EXPLOSION_FRAMES)] - self.animation_propellant_enemy = [None for i in range(PROPELLANT_FRAMES)] - self.img_planets = [None for i in range(10)] + self.animation_explosion = [None for _ in range (EXPLOSION_FRAMES)] + self.animation_propellant_enemy = [None for _ in range(PROPELLANT_FRAMES)] + self.img_planets = [None for _ in range(10)] self.img_nave_azul = None self.img_nave_amarela = None self.img_nave_preta = None @@ -121,31 +121,31 @@ def __init__(self, parent): # Inicializa as filas de pre carregamentos def init_queue(self): - for i in range (20): + for _ in range (20): new = Enemy() self.enemy_queue.push(new) - for i in range (50): + for _ in range (50): new = Asteroide() self.asteroid_queue.push(new) - for i in range(100): + for _ in range(100): new = Shoot() self.bullets_queue.push(new) - for i in range(10): + for _ in range(10): new = Planeta() self.planets_queue.push(new) - for i in range(50): + for _ in range(50): new = Explode() self.explosion_queue.push(new) - for i in range(30): + for _ in range(30): new = Propellant() self.propellant_queue.push(new) - for i in range(20): + for _ in range(20): new = Power_up() self.power_queue.push(new) @@ -174,13 +174,16 @@ def initializeGL(self): self.in_scene.append(self.myNave) for i in range(EXPLOSION_FRAMES): - self.animation_explosion[i] = self.loadImage("img/explosion/Comp" + str(i) + ".png") + self.animation_explosion[i] = self.loadImage(f"img/explosion/Comp{str(i)}.png") for i in range(PROPELLANT_FRAMES): - self.animation_propellant_enemy[i] = self.loadImage("img/fire/Comp" + str(i) + ".png") + self.animation_propellant_enemy[i] = self.loadImage( + f"img/fire/Comp{str(i)}.png" + ) + for i in range(10): - self.img_planets[i] = self.loadImage("img/planets/planeta" +str(i) + ".png") + self.img_planets[i] = self.loadImage(f"img/planets/planeta{str(i)}.png") self.img_nave_amarela = self.loadImage("img/nave4.png") self.img_nave_azul = self.loadImage("img/nave1.png") diff --git a/Space_Cute_3d/mainwindow.py b/Space_Cute_3d/mainwindow.py index 22e768d..33eb29d 100644 --- a/Space_Cute_3d/mainwindow.py +++ b/Space_Cute_3d/mainwindow.py @@ -140,13 +140,10 @@ def down_point(self, points): # Perde vida def down_life(self): - if self.vida > 1: - self.vida -= 1 - self.atualize() - else: - self.vida -= 1 + if self.vida <= 1: self.openGLWidget.dead() - self.atualize() + self.vida -= 1 + self.atualize() # Ganha vida def up_life(self): @@ -156,9 +153,9 @@ def up_life(self): # Atualiza os campos def atualize(self): - self.score_line.setText("Score: " + str(self.score)) - self.Record_line.setText("Record: " + str(self.record)) - self.Life_line.setText("Vida: "+str(self.vida)) + self.score_line.setText(f"Score: {str(self.score)}") + self.Record_line.setText(f"Record: {str(self.record)}") + self.Life_line.setText(f"Vida: {str(self.vida)}") # Verifica se o record foi ultrapassado def check_record(self): diff --git a/Space_Cute_3d/my_queue.py b/Space_Cute_3d/my_queue.py index b558add..e9cfa07 100644 --- a/Space_Cute_3d/my_queue.py +++ b/Space_Cute_3d/my_queue.py @@ -17,7 +17,4 @@ def tam(self): return self.tamanho(self.dates) def tamanho(self, array): - tams = 0 - for i in array: - tams += 1 - return tams \ No newline at end of file + return sum(1 for _ in array) \ No newline at end of file diff --git a/Space_Cute_3d/nave.py b/Space_Cute_3d/nave.py index 66dc1c6..679efc6 100644 --- a/Space_Cute_3d/nave.py +++ b/Space_Cute_3d/nave.py @@ -213,25 +213,25 @@ def draw(self): # Define como é feito o movimento para a direita da nave # e verifica se o movimento pode ser feito def move_right(self): - if self.move_x + self.position_x + 4.0 <= 47: + if self.move_x + self.position_x <= 43: self.move_x += 1.5 + self.speed # Define como é feito o movimento para a esquerda da nave # e verifica se o movimento pode ser feito def move_left(self): - if self.move_x + self.position_x - 4.0 >= -47: + if self.move_x + self.position_x >= -43: self.move_x -= 1.5 + self.speed # Define como é feito o movimento para a cima da nave # e verifica se o movimento pode ser feito def move_up(self): - if self.move_y + 8.0 <= 47: + if self.move_y <= 39: self.move_y += 1.5 + self.speed # Define como é feito o movimento para a baixo da nave # e verifica se o movimento pode ser feito def move_down(self): - if self.move_y - 8.0 >= -47: + if self.move_y >= -39: self.move_y -= 1.5 + self.speed # self.propellant.move_me(0, -(1.5 + self.speed)) diff --git a/Space_Cute_3d/planeta.py b/Space_Cute_3d/planeta.py index 8bcf07b..3df1ab1 100644 --- a/Space_Cute_3d/planeta.py +++ b/Space_Cute_3d/planeta.py @@ -51,7 +51,7 @@ def draw(self): glPushMatrix() glRotate(self.angle, 0, 1, 0) - for i in range(0, self.lats + 1): + for i in range(self.lats + 1): lat0 = pi * (-0.5 + float(float(i - 1) / float(self.lats))) z0 = sin(lat0) zr0 = cos(lat0) @@ -63,7 +63,7 @@ def draw(self): # Use Quad strips to draw the sphere glBegin(GL_QUAD_STRIP) - for j in range(0, self.longs + 1): + for j in range(self.longs + 1): lng = 2 * pi * float(float(j - 1) / float(self.longs)) x = cos(lng) y = sin(lng) diff --git a/Space_Cute_3d/propellant.py b/Space_Cute_3d/propellant.py index 10fc1ab..adc70ed 100644 --- a/Space_Cute_3d/propellant.py +++ b/Space_Cute_3d/propellant.py @@ -62,9 +62,6 @@ def draw(self): glTexCoord2f(0, 1) glVertex3f(self.x + w / 2, self.y + h / 2, 1) glTexCoord2f(1, 1) - glVertex3f(self.x - w / 2, self.y + h / 2, 1) - - glEnd() else: glBegin(GL_QUADS) @@ -75,25 +72,21 @@ def draw(self): glTexCoord2f(1, 0) glVertex3f(self.x + w / 2, self.y + h / 2, 1) glTexCoord2f(0, 0) - glVertex3f(self.x - w / 2, self.y + h / 2, 1) + glVertex3f(self.x - w / 2, self.y + h / 2, 1) - glEnd() + glEnd() glPopMatrix() glDisable(GL_TEXTURE_2D) if time() - self.start >= PROPELLANT_FRAME: - if not self.type == "player": - self.quadro += 1 + self.quadro += 1 + if self.type != "player": self.start = time() - if self.type == "fix": - if self.quadro >= PROPELLANT_FRAMES: - self.quadro = 0 + if self.quadro >= PROPELLANT_FRAMES: + self.quadro = 0 + if self.type == "fix": self.dead = True - else: - if self.quadro >= PROPELLANT_FRAMES: - self.quadro = 0 else: - self.quadro += 1 self.start = time() if self.quadro >= PROPELLANT_FRAMES: diff --git a/Space_Cute_3d/star.py b/Space_Cute_3d/star.py index d823af4..0fb2160 100644 --- a/Space_Cute_3d/star.py +++ b/Space_Cute_3d/star.py @@ -68,4 +68,4 @@ def get_y(self): # Retorna um numero randomico para velocidade da estrela def rand_speed(self): - return float(str(randint(0, 1)) +"."+ str(randint(3, 9))) \ No newline at end of file + return float(f"{str(randint(0, 1))}.{str(randint(3, 9))}") \ No newline at end of file diff --git a/Space_Cute_3d_1_person/explosion.py b/Space_Cute_3d_1_person/explosion.py index 13bbca4..72e41e2 100644 --- a/Space_Cute_3d_1_person/explosion.py +++ b/Space_Cute_3d_1_person/explosion.py @@ -73,20 +73,12 @@ def draw(self): glDisable(GL_TEXTURE_2D) if time() - self.start >= EXPLOSION_FRAME: - if not self.type == "player": - self.quadro += 1 - self.start = time() - - if self.quadro >= EXPLOSION_FRAMES: - self.quadro = 0 - self.dead = True - else: - self.quadro += 1 - self.start = time() - - if self.quadro >= EXPLOSION_FRAMES: - self.quadro = 0 - self.dead = True + self.quadro += 1 + self.start = time() + + if self.quadro >= EXPLOSION_FRAMES: + self.quadro = 0 + self.dead = True # Move o objeto def move_me(self, x, y): diff --git a/Space_Cute_3d_1_person/main2.py b/Space_Cute_3d_1_person/main2.py index a22758b..bb95a91 100644 --- a/Space_Cute_3d_1_person/main2.py +++ b/Space_Cute_3d_1_person/main2.py @@ -87,8 +87,8 @@ def __init__(self, parent): self.planets_queue = Queue_rotative() self.explosion_queue = Queue_rotative() self.propellant_queue = Queue_rotative() - self.animation_explosion = [None for i in range (EXPLOSION_FRAMES)] - self.img_planets = [None for i in range(10)] + self.animation_explosion = [None for _ in range (EXPLOSION_FRAMES)] + self.img_planets = [None for _ in range(10)] self.img_nave_azul = None self.img_nave_amarela = None self.img_nave_preta = None @@ -106,23 +106,23 @@ def __init__(self, parent): # Inicializa as filas de pre carregamentos def init_queue(self): - for i in range(20): + for _ in range(20): new = Enemy() self.enemy_queue.push(new) - for i in range(50): + for _ in range(50): new = Asteroide() self.asteroid_queue.push(new) - for i in range(100): + for _ in range(100): new = Shoot() self.bullets_queue.push(new) - for i in range(10): + for _ in range(10): new = Planeta() self.planets_queue.push(new) - for i in range(50): + for _ in range(50): new = Explode() self.explosion_queue.push(new) @@ -151,10 +151,10 @@ def initializeGL(self): self.in_scene.append(self.myNave) for i in range(EXPLOSION_FRAMES): - self.animation_explosion[i] = self.loadImage("img/explosion/Comp" + str(i) + ".png") + self.animation_explosion[i] = self.loadImage(f"img/explosion/Comp{str(i)}.png") for i in range(10): - self.img_planets[i] = self.loadImage("img/planets/planeta" +str(i) + ".png") + self.img_planets[i] = self.loadImage(f"img/planets/planeta{str(i)}.png") self.skybox = self.loadImage("img/espaco.png") self.img_nave_amarela = self.loadImage("img/nave4.png") diff --git a/Space_Cute_3d_1_person/mainwindow.py b/Space_Cute_3d_1_person/mainwindow.py index 22e768d..33eb29d 100644 --- a/Space_Cute_3d_1_person/mainwindow.py +++ b/Space_Cute_3d_1_person/mainwindow.py @@ -140,13 +140,10 @@ def down_point(self, points): # Perde vida def down_life(self): - if self.vida > 1: - self.vida -= 1 - self.atualize() - else: - self.vida -= 1 + if self.vida <= 1: self.openGLWidget.dead() - self.atualize() + self.vida -= 1 + self.atualize() # Ganha vida def up_life(self): @@ -156,9 +153,9 @@ def up_life(self): # Atualiza os campos def atualize(self): - self.score_line.setText("Score: " + str(self.score)) - self.Record_line.setText("Record: " + str(self.record)) - self.Life_line.setText("Vida: "+str(self.vida)) + self.score_line.setText(f"Score: {str(self.score)}") + self.Record_line.setText(f"Record: {str(self.record)}") + self.Life_line.setText(f"Vida: {str(self.vida)}") # Verifica se o record foi ultrapassado def check_record(self): diff --git a/Space_Cute_3d_1_person/my_queue.py b/Space_Cute_3d_1_person/my_queue.py index b558add..e9cfa07 100644 --- a/Space_Cute_3d_1_person/my_queue.py +++ b/Space_Cute_3d_1_person/my_queue.py @@ -17,7 +17,4 @@ def tam(self): return self.tamanho(self.dates) def tamanho(self, array): - tams = 0 - for i in array: - tams += 1 - return tams \ No newline at end of file + return sum(1 for _ in array) \ No newline at end of file diff --git a/Space_Cute_3d_1_person/nave.py b/Space_Cute_3d_1_person/nave.py index 36d61f7..1e77671 100644 --- a/Space_Cute_3d_1_person/nave.py +++ b/Space_Cute_3d_1_person/nave.py @@ -248,7 +248,7 @@ def draw(self): # Define como é feito o movimento para a direita da nave # e verifica se o movimento pode ser feito def move_right(self): - if self.move_x + self.position_x + 4.0 <= 47: + if self.move_x + self.position_x <= 43: self.move_x += 1.5 + self.speed self.xizi += 1.5 + self.speed self.angle = -20 @@ -256,7 +256,7 @@ def move_right(self): # Define como é feito o movimento para a esquerda da nave # e verifica se o movimento pode ser feito def move_left(self): - if self.move_x + self.position_x - 4.0 >= -47: + if self.move_x + self.position_x >= -43: self.move_x -= 1.5 + self.speed self.xizi -= 1.5 + self.speed self.angle = 20 @@ -264,14 +264,14 @@ def move_left(self): # Define como é feito o movimento para a cima da nave # e verifica se o movimento pode ser feito def move_up(self): - if self.move_y + 8.0 <= 47: + if self.move_y <= 39: self.move_y += 1.5 + self.speed self.yizi += 1.5 + self.speed # Define como é feito o movimento para a baixo da nave # e verifica se o movimento pode ser feito def move_down(self): - if self.move_y - 8.0 >= -47: + if self.move_y >= -39: self.move_y -= 1.5 + self.speed self.yizi -= 1.5 + self.speed diff --git a/Space_Cute_3d_1_person/planeta.py b/Space_Cute_3d_1_person/planeta.py index b8e0ad7..4ad8b8f 100644 --- a/Space_Cute_3d_1_person/planeta.py +++ b/Space_Cute_3d_1_person/planeta.py @@ -35,10 +35,7 @@ def __init__(self, position_x = None, scale = None, images = None): self.longs = 10 self.angle = 0 self.z = randint(1,2) - if self.z == 1: - self.z = 40 - else: - self.z = -40 + self.z = 40 if self.z == 1 else -40 self.scene_angle = 0 # Define como o planeta deve ser desenhado @@ -56,7 +53,7 @@ def draw(self): glPushMatrix() glRotate(self.scene_angle , 0, 1, 0) glRotate(self.angle, 0, 1, 0) - for i in range(0, self.lats + 1): + for i in range(self.lats + 1): lat0 = pi * (-0.5 + float(float(i - 1) / float(self.lats))) z0 = sin(lat0) zr0 = cos(lat0) @@ -68,7 +65,7 @@ def draw(self): # Use Quad strips to draw the sphere glBegin(GL_QUAD_STRIP) - for j in range(0, self.longs + 1): + for j in range(self.longs + 1): lng = 2 * pi * float(float(j - 1) / float(self.longs)) x = cos(lng) y = sin(lng) @@ -124,8 +121,5 @@ def load(self, position_x , scale, images): self.planets = images self.angle = 0 self.z = randint(1,2) - if self.z == 1: - self.z = 40 - else: - self.z = -40 + self.z = 40 if self.z == 1 else -40 self.scene_angle = 0