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asteroids1_3_5.py
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asteroids1_3_5.py
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#Dean Church
#asteroids
#rev
#add ship to screen
#rev
#add thrust and screenwrapping
#rev
#add laser and laser sound
#rev
#fixing fire rate
#get the asteroids moving on screen
#imports
from superwires import games
import random
import math
games.init(screen_width = 640, screen_height = 480, fps = 60)
#global variables
#classes
class Asteroid(games.Sprite):
SMALL = 1
MEDIUM = 2
LARGE = 3
images = {SMALL : games.load_image("sprites/asteroid3.png"),
MEDIUM : games.load_image("sprites/asteroid2.png"),
LARGE : games.load_image("sprites/asteroid1.png")}
SPEED = 2
def __init__(self,x,y,size):
super(Asteroid, self).__init__(
image = Asteroid.images[size],
x=x,
y=y,
dx = random.choice([1, -1])*Asteroid.SPEED*random.random()/size,
dy = random.choice([1, -1])*Asteroid.SPEED*random.random()/size)
self.size = size
def update(self):
if self.left > games.screen.width:
self.right = 0
if self.right < 0:
self.left = games.screen.width
if self.top > games.screen.height:
self.bottom = 0
if self.bottom < 0:
self.top = games.screen.height
class Ship(games.Sprite):
image = games.load_image("sprites/spaceship.png")
sound = games.load_sound("sounds/soundfx/thrust.wav")
ROTATION_STEP = 6
VELOCITY_STEP = .03
MISSILE_DELAY = 20
def __init__(self, x, y):
super(Ship, self).__init__(image = Ship.image, x=x, y=y)
self.missile_wait = 0
def update(self):
#Missile counter
if self.missile_wait > 0:
self.missile_wait -= 1
#key setup
if games.keyboard.is_pressed(games.K_a) or games.keyboard.is_pressed(games.K_LEFT):
self.angle -= Ship.ROTATION_STEP
if games.keyboard.is_pressed(games.K_d) or games.keyboard.is_pressed(games.K_RIGHT):
self.angle += Ship.ROTATION_STEP
if games.keyboard.is_pressed(games.K_t):
Ship.sound.play()
#apply thrust
if games.keyboard.is_pressed(games.K_w) or games.keyboard.is_pressed(games.K_UP):
angle = self.angle * math.pi/180
self.dx += Ship.VELOCITY_STEP * math.sin(angle)
self.dy += Ship.VELOCITY_STEP * -math.cos(angle)
#Wrapping screen
if self.left > games.screen.width:
self.right = 0
if self.right < 0:
self.left = games.screen.width
if self.top > games.screen.height:
self.bottom = 0
if self.bottom < 0:
self.top = games.screen.height
#fire missile
if games.keyboard.is_pressed(games.K_SPACE) and self.missile_wait <= 0:
Missile.sound.play()
new_missile = Missile(self.x, self.y, self.angle)
games.screen.add(new_missile)
self.missile_wait = Ship.MISSILE_DELAY
class Missile(games.Sprite):
image = games.load_image("sprites/projectile.png")
sound = games.load_sound("sounds/soundfx/laser.wav")
BUFFER = 20
VELOCITY_FACTOR = 7
LIFETIME = 40
def __init__(self, ship_x, ship_y, ship_angle):
Missile.sound.play()
angle = ship_angle * math.pi/180
buffer_x = Missile.BUFFER * math.sin(angle)
buffer_y = Missile.BUFFER * math.sin(angle)
x = ship_x + buffer_x
y = ship_y + buffer_y
dx = Missile.VELOCITY_FACTOR * math.sin(angle)
dy = Missile.VELOCITY_FACTOR * -math.cos(angle)
super(Missile, self).__init__(image = Missile.image,
x = x, y = y,
dx = dx, dy = dy)
self.lifetime = Missile.LIFETIME
def update(self):
self.lifetime -= 1
if self.lifetime == 0:
self.destroy()
#wrap laser
if self.left > games.screen.width:
self.right = 0
if self.right < 0:
self.left = games.screen.width
if self.top > games.screen.height:
self.bottom = 0
if self.bottom < 0:
self.top = games.screen.height
class Explosion(games.Sprite):
pass
#main
def main():
#loading data
bg_img = games.load_image("sprites/background.png", transparent = False)
#create objects
for i in range(8):
x = random.randrange(games.screen.width)
y = random.randrange(games.screen.height)
size = random.choice([Asteroid.SMALL, Asteroid.MEDIUM, Asteroid.LARGE])
new_asteroid = Asteroid(x=x, y=y, size=size)
games.screen.add(new_asteroid)
player = Ship(x = games.screen.width/2, y = games.screen.height/2)
shot = Missile(200,200,0)
#draw to screen
games.screen.background = bg_img
games.screen.add(player)
games.screen.add(shot)
#set up game
#start mainloop
games.screen.mainloop()
main()