lerp(self.VERTICAL_SPAWN_RANGE[0], self.VERTICAL_SPAWN_RANGE[1], random.random()))
self.acceleration = pygame.Vector2(0, self.GRAVITY)
+ # self.previous_position = self.position
+
dy = self.target.y - self.position.y
dx = self.target.x - self.position.x
t = (-2 / self.GRAVITY * dy) ** 0.5
self.color = random.choice(self.COLORS)
def update(self, delta):
+ # self.previous_position = self.position.copy() - self.velocity / 1000 * 30
self.velocity += self.acceleration * delta / 1000
self.position += self.velocity * delta / 1000
pygame.Vector2(self.radius, self.radius))
def draw(self, surf):
+ # pygame.draw.circle(surf, DARK_GRAY, self.previous_position, self.radius)
+
pygame.draw.circle(surf, self.color, self.position, self.radius)
pygame.draw.circle(surf, DARKEN[self.color], self.position, self.radius, self.OUTLINE_WIDTH)
+
# pygame.draw.circle(surf, BLACK, self.target, 10)