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asteroids2_0.py
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asteroids2_0.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
#rev
#adding collision detection
#rev
#adding explosions
#rev notes
#Major overhaul
#final rev
#get the asteroids moving on screen
#imports
from superwires import games, color
import random
import math
games.init(screen_width = 640, screen_height = 480, fps = 60)
#global variables
#classes
class Wrapper(games.Sprite):
def update(self):
"""Wrap around 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
def die(self):
"""Destroy the missile"""
self.destroy()
class Collider(Wrapper):
def update(self):
super(Collider, self).update()
#Check if overlapping
if self.overlapping_sprites:
for sprite in self.overlapping_sprites:
sprite.die()
self.die()
def die(self):
new_explosion = Explosion(x = self.x, y = self.y)
games.screen.add(new_explosion)
self.destroy()
class Asteroid(Wrapper):
SMALL = 1
MEDIUM = 2
LARGE = 3
SPAWN = 2
POINTS = 30
images = {SMALL : games.load_image("sprites/asteroid3.png"),
MEDIUM : games.load_image("sprites/asteroid2.png"),
LARGE : games.load_image("sprites/asteroid1.png")}
SPEED = 2
total = 0
def __init__(self,game,x,y,size):
Asteroid.total += 1
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
self.game = game
def die(self):
Asteroid.total -= 1
self.game.score.value += int(Asteroid.POINTS / self.size)
self.game.score.right = games.screen.width - 10
if self.size != Asteroid.SMALL:
for i in range(Asteroid.SPAWN):
new_asteroid = Asteroid(game = self.game,
x = self.x
, y = self.y,
size = self.size - 1)
games.screen.add(new_asteroid)
#advance
if Asteroid.total == 0:
self.game.advance()
super(Asteroid, self).die()
class Ship(Collider):
image = games.load_image("sprites/spaceship3.png")
sound = games.load_sound("sounds/soundfx/thrust.wav")
ROTATION_STEP = 6
VELOCITY_STEP = .03
MISSILE_DELAY = 20
VELOCITY_MAX = 3
def __init__(self,game, x, y):
super(Ship, self).__init__(image = Ship.image, x=x, y=y)
self.missile_wait = 0
self.game = game
def die():
self.game.end()
super(Ship, self).die()
def update(self):
super(Ship, self).update()
#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)
self.dx = min(max(self.dx, -Ship.VELOCITY_MAX), Ship.VELOCITY_MAX)
self.dy = min(max(self.dy, -Ship.VELOCITY_MAX), Ship.VELOCITY_MAX)
#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(Collider):
image = games.load_image("sprites/projectile.png")
sound = games.load_sound("sounds/soundfx/laser.wav")
BUFFER = 200
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):
super(Missile, self).update()
self.lifetime -= 1
if self.lifetime == 0:
self.destroy()
class Explosion(games.Animation):
sound = games.load_sound("sounds/soundfx/explosion.wav")
images = ["sprites/explosion1.png",
"sprites/explosion2.png",
"sprites/explosion3.png",
"sprites/explosion4.png",
"sprites/explosion5.png",
"sprites/explosion6.png",
"sprites/explosion7.png",
"sprites/explosion8.png",
"sprites/explosion9.png"]
def __init__(self,x,y):
super(Explosion,self).__init__(images = Explosion.images,
x = x, y = y,
repeat_interval = 4, n_repeats = 1,
is_collideable = False)
Explosion.sound.play()
class Game(object):
def __init__(self):
self.score = games.Text(value = 0,
size = 30,
color = color.white,
top = 5,
right = games.screen.width - 10,
is_collideable = False)
games.screen.add(self.score)
self.sound = games.load_sound("sounds/soundfx/levelup1.wav")
self.level = 0
self.create_ship()
def create_ship(self):
self.player = Ship(self,
x = games.screen.width/2,
y = games.screen.height/2)
games.screen.add(self.player)
def play(self):
games.music.load("sounds/theams/Orbit Beat 130.wav")
games.music.play(-1)
#bg
bg_img = games.load_image("sprites/background.png")
games.screen.background = bg_img
#advance
self.advance()
#start game
games.screen.mainloop()
def advance(self):
self.level += 1
BUFFER = 150
for i in range(self.level):
#calculate new y and y
x_min = random.randrange(BUFFER)
y_min = BUFFER - x_min
#choose distance
x_distance = random.randrange(x_min, games.screen.width - x_min)
y_distance = random.randrange(y_min, games.screen.height - y_min)
#calculate distance
x = self.player.x + x_distance
y = self.player.y + y_distance
#wrap screen
x %= games.screen.width
y %= games.screen.height
#create asteroid
new_asteroid = Asteroid(game = self, x=x, y=y, size=Asteroid.LARGE)
games.screen.add(new_asteroid)
#display lvl number
level_message = games.Message(value = "Level" + str(self.level),
size = 40,
color = color.yellow,
x = games.screen.width/2,
y = games.screen.width/10,
lifetime = 3*games.screen.fps,
is_collideable = False)
games.screen.add(level_message)
#play new level sound
if self.level > 1:
self.sound.play()
def end(self):
"""End the game"""
end_message = games.Message(value = "Game Over",
size = 90,
color = color.blue,
x = games.screen.width/2,
y = games.screen.width/2,
lifetime = 5*games.screen.fps,
after_death = games.screen.quit,
is_collideable = False)
games.screen.add(end_message)
#main
def main():
astrocrash = Game()
astrocrash.play()
main()