import math
import pyglet
from pyglet.window import key
import physical_object, resources, bullet

class Player(physical_object.PhysicalObject):

	def __init__(self, *args, **kwargs):
		super(Player, self).__init__(img=resources.player_image,
									 *args, **kwargs)
		self.engine_sprite = pyglet.sprite.Sprite(img=resources.engine_image, 
                                          *args, **kwargs)
		self.engine_sprite.visible = False

		self.thrust = 300.0
		self.rotate_speed = 200.0
		self.bullet_speed = 700.0
		self.key_handler = key.KeyStateHandler()
		self.reacts_to_bullets = False
		self.current_score = 0

	def fire(self):
		angle_radians = -math.radians(self.rotation)

		ship_radius = self.image.width/2
		bullet_x = self.x + math.cos(angle_radians) * ship_radius
		bullet_y = self.y + math.sin(angle_radians) * ship_radius
		new_bullet = bullet.Bullet(bullet_x, bullet_y, batch=self.batch)


		bullet_vx = self.x + math.cos(angle_radians) * self.bullet_speed
		bullet_vy = self.y + math.sin(angle_radians) * self.bullet_speed
		new_bullet.velocity_x, new_bullet.velocity_y = bullet_vx, bullet_vy

		self.new_objects.append(new_bullet)

	def update(self, dt):
	        # Do all the normal physics stuff
	        super(Player, self).update(dt)
	        
	        if self.key_handler[key.LEFT]:
	            self.rotation -= self.rotate_speed * dt
	        if self.key_handler[key.RIGHT]:
	            self.rotation += self.rotate_speed * dt
	        
	        if self.key_handler[key.UP]:
	            angle_radians = -math.radians(self.rotation)
	            force_x = math.cos(angle_radians) * self.thrust * dt
	            force_y = math.sin(angle_radians) * self.thrust * dt
	            self.velocity_x += force_x
	            self.velocity_y += force_y
	            
	            # If thrusting, update the engine sprite
	            self.engine_sprite.rotation = self.rotation
	            self.engine_sprite.x = self.x
	            self.engine_sprite.y = self.y
	            self.engine_sprite.visible = True
	        if self.key_handler[key.SPACE]:
	        	self.fire()
	        else:
	            # Otherwise, hide it
	            self.engine_sprite.visible = False

	def on_key_press(self, symbol, modifiers):
		if symbol == key.SPACE:
			self.fire()


	def delete(self):
		self.engine_sprite.delete()
		super(Player, self).delete()

	          
7cb000d3170f6bc393e317887911736e41ac6e02
<mask token>


class Player(physical_object.PhysicalObject):
    <mask token>

    def fire(self):
        angle_radians = -math.radians(self.rotation)
        ship_radius = self.image.width / 2
        bullet_x = self.x + math.cos(angle_radians) * ship_radius
        bullet_y = self.y + math.sin(angle_radians) * ship_radius
        new_bullet = bullet.Bullet(bullet_x, bullet_y, batch=self.batch)
        bullet_vx = self.x + math.cos(angle_radians) * self.bullet_speed
        bullet_vy = self.y + math.sin(angle_radians) * self.bullet_speed
        new_bullet.velocity_x, new_bullet.velocity_y = bullet_vx, bullet_vy
        self.new_objects.append(new_bullet)

    def update(self, dt):
        super(Player, self).update(dt)
        if self.key_handler[key.LEFT]:
            self.rotation -= self.rotate_speed * dt
        if self.key_handler[key.RIGHT]:
            self.rotation += self.rotate_speed * dt
        if self.key_handler[key.UP]:
            angle_radians = -math.radians(self.rotation)
            force_x = math.cos(angle_radians) * self.thrust * dt
            force_y = math.sin(angle_radians) * self.thrust * dt
            self.velocity_x += force_x
            self.velocity_y += force_y
            self.engine_sprite.rotation = self.rotation
            self.engine_sprite.x = self.x
            self.engine_sprite.y = self.y
            self.engine_sprite.visible = True
        if self.key_handler[key.SPACE]:
            self.fire()
        else:
            self.engine_sprite.visible = False

    def on_key_press(self, symbol, modifiers):
        if symbol == key.SPACE:
            self.fire()
    <mask token>

<mask token>


class Player(physical_object.PhysicalObject):

    def __init__(self, *args, **kwargs):
        super(Player, self).__init__(*args, img=resources.player_image, **
            kwargs)
        self.engine_sprite = pyglet.sprite.Sprite(*args, img=resources.
            engine_image, **kwargs)
        self.engine_sprite.visible = False
        self.thrust = 300.0
        self.rotate_speed = 200.0
        self.bullet_speed = 700.0
        self.key_handler = key.KeyStateHandler()
        self.reacts_to_bullets = False
        self.current_score = 0

    def fire(self):
        angle_radians = -math.radians(self.rotation)
        ship_radius = self.image.width / 2
        bullet_x = self.x + math.cos(angle_radians) * ship_radius
        bullet_y = self.y + math.sin(angle_radians) * ship_radius
        new_bullet = bullet.Bullet(bullet_x, bullet_y, batch=self.batch)
        bullet_vx = self.x + math.cos(angle_radians) * self.bullet_speed
        bullet_vy = self.y + math.sin(angle_radians) * self.bullet_speed
        new_bullet.velocity_x, new_bullet.velocity_y = bullet_vx, bullet_vy
        self.new_objects.append(new_bullet)

    def update(self, dt):
        super(Player, self).update(dt)
        if self.key_handler[key.LEFT]:
            self.rotation -= self.rotate_speed * dt
        if self.key_handler[key.RIGHT]:
            self.rotation += self.rotate_speed * dt
        if self.key_handler[key.UP]:
            angle_radians = -math.radians(self.rotation)
            force_x = math.cos(angle_radians) * self.thrust * dt
            force_y = math.sin(angle_radians) * self.thrust * dt
            self.velocity_x += force_x
            self.velocity_y += force_y
            self.engine_sprite.rotation = self.rotation
            self.engine_sprite.x = self.x
            self.engine_sprite.y = self.y
            self.engine_sprite.visible = True
        if self.key_handler[key.SPACE]:
            self.fire()
        else:
            self.engine_sprite.visible = False

    def on_key_press(self, symbol, modifiers):
        if symbol == key.SPACE:
            self.fire()
    <mask token>

<mask token>


class Player(physical_object.PhysicalObject):

    def __init__(self, *args, **kwargs):
        super(Player, self).__init__(*args, img=resources.player_image, **
            kwargs)
        self.engine_sprite = pyglet.sprite.Sprite(*args, img=resources.
            engine_image, **kwargs)
        self.engine_sprite.visible = False
        self.thrust = 300.0
        self.rotate_speed = 200.0
        self.bullet_speed = 700.0
        self.key_handler = key.KeyStateHandler()
        self.reacts_to_bullets = False
        self.current_score = 0

    def fire(self):
        angle_radians = -math.radians(self.rotation)
        ship_radius = self.image.width / 2
        bullet_x = self.x + math.cos(angle_radians) * ship_radius
        bullet_y = self.y + math.sin(angle_radians) * ship_radius
        new_bullet = bullet.Bullet(bullet_x, bullet_y, batch=self.batch)
        bullet_vx = self.x + math.cos(angle_radians) * self.bullet_speed
        bullet_vy = self.y + math.sin(angle_radians) * self.bullet_speed
        new_bullet.velocity_x, new_bullet.velocity_y = bullet_vx, bullet_vy
        self.new_objects.append(new_bullet)

    def update(self, dt):
        super(Player, self).update(dt)
        if self.key_handler[key.LEFT]:
            self.rotation -= self.rotate_speed * dt
        if self.key_handler[key.RIGHT]:
            self.rotation += self.rotate_speed * dt
        if self.key_handler[key.UP]:
            angle_radians = -math.radians(self.rotation)
            force_x = math.cos(angle_radians) * self.thrust * dt
            force_y = math.sin(angle_radians) * self.thrust * dt
            self.velocity_x += force_x
            self.velocity_y += force_y
            self.engine_sprite.rotation = self.rotation
            self.engine_sprite.x = self.x
            self.engine_sprite.y = self.y
            self.engine_sprite.visible = True
        if self.key_handler[key.SPACE]:
            self.fire()
        else:
            self.engine_sprite.visible = False

    def on_key_press(self, symbol, modifiers):
        if symbol == key.SPACE:
            self.fire()

    def delete(self):
        self.engine_sprite.delete()
        super(Player, self).delete()

import math
import pyglet
from pyglet.window import key
import physical_object, resources, bullet


class Player(physical_object.PhysicalObject):

    def __init__(self, *args, **kwargs):
        super(Player, self).__init__(*args, img=resources.player_image, **
            kwargs)
        self.engine_sprite = pyglet.sprite.Sprite(*args, img=resources.
            engine_image, **kwargs)
        self.engine_sprite.visible = False
        self.thrust = 300.0
        self.rotate_speed = 200.0
        self.bullet_speed = 700.0
        self.key_handler = key.KeyStateHandler()
        self.reacts_to_bullets = False
        self.current_score = 0

    def fire(self):
        angle_radians = -math.radians(self.rotation)
        ship_radius = self.image.width / 2
        bullet_x = self.x + math.cos(angle_radians) * ship_radius
        bullet_y = self.y + math.sin(angle_radians) * ship_radius
        new_bullet = bullet.Bullet(bullet_x, bullet_y, batch=self.batch)
        bullet_vx = self.x + math.cos(angle_radians) * self.bullet_speed
        bullet_vy = self.y + math.sin(angle_radians) * self.bullet_speed
        new_bullet.velocity_x, new_bullet.velocity_y = bullet_vx, bullet_vy
        self.new_objects.append(new_bullet)

    def update(self, dt):
        super(Player, self).update(dt)
        if self.key_handler[key.LEFT]:
            self.rotation -= self.rotate_speed * dt
        if self.key_handler[key.RIGHT]:
            self.rotation += self.rotate_speed * dt
        if self.key_handler[key.UP]:
            angle_radians = -math.radians(self.rotation)
            force_x = math.cos(angle_radians) * self.thrust * dt
            force_y = math.sin(angle_radians) * self.thrust * dt
            self.velocity_x += force_x
            self.velocity_y += force_y
            self.engine_sprite.rotation = self.rotation
            self.engine_sprite.x = self.x
            self.engine_sprite.y = self.y
            self.engine_sprite.visible = True
        if self.key_handler[key.SPACE]:
            self.fire()
        else:
            self.engine_sprite.visible = False

    def on_key_press(self, symbol, modifiers):
        if symbol == key.SPACE:
            self.fire()

    def delete(self):
        self.engine_sprite.delete()
        super(Player, self).delete()

import math
import pyglet
from pyglet.window import key
import physical_object, resources, bullet

class Player(physical_object.PhysicalObject):

	def __init__(self, *args, **kwargs):
		super(Player, self).__init__(img=resources.player_image,
									 *args, **kwargs)
		self.engine_sprite = pyglet.sprite.Sprite(img=resources.engine_image, 
                                          *args, **kwargs)
		self.engine_sprite.visible = False

		self.thrust = 300.0
		self.rotate_speed = 200.0
		self.bullet_speed = 700.0
		self.key_handler = key.KeyStateHandler()
		self.reacts_to_bullets = False
		self.current_score = 0

	def fire(self):
		angle_radians = -math.radians(self.rotation)

		ship_radius = self.image.width/2
		bullet_x = self.x + math.cos(angle_radians) * ship_radius
		bullet_y = self.y + math.sin(angle_radians) * ship_radius
		new_bullet = bullet.Bullet(bullet_x, bullet_y, batch=self.batch)


		bullet_vx = self.x + math.cos(angle_radians) * self.bullet_speed
		bullet_vy = self.y + math.sin(angle_radians) * self.bullet_speed
		new_bullet.velocity_x, new_bullet.velocity_y = bullet_vx, bullet_vy

		self.new_objects.append(new_bullet)

	def update(self, dt):
	        # Do all the normal physics stuff
	        super(Player, self).update(dt)
	        
	        if self.key_handler[key.LEFT]:
	            self.rotation -= self.rotate_speed * dt
	        if self.key_handler[key.RIGHT]:
	            self.rotation += self.rotate_speed * dt
	        
	        if self.key_handler[key.UP]:
	            angle_radians = -math.radians(self.rotation)
	            force_x = math.cos(angle_radians) * self.thrust * dt
	            force_y = math.sin(angle_radians) * self.thrust * dt
	            self.velocity_x += force_x
	            self.velocity_y += force_y
	            
	            # If thrusting, update the engine sprite
	            self.engine_sprite.rotation = self.rotation
	            self.engine_sprite.x = self.x
	            self.engine_sprite.y = self.y
	            self.engine_sprite.visible = True
	        if self.key_handler[key.SPACE]:
	        	self.fire()
	        else:
	            # Otherwise, hide it
	            self.engine_sprite.visible = False

	def on_key_press(self, symbol, modifiers):
		if symbol == key.SPACE:
			self.fire()


	def delete(self):
		self.engine_sprite.delete()
		super(Player, self).delete()

	          