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asteroidstest.py
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asteroidstest.py
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# Astrocrash08
# Add Game object for complete program
import math, random
from superwires import games, color
games.init(screen_width = 640, screen_height = 480, fps = 50)
class Wrapper(games.Sprite):
""" A sprite that wraps around the screen. """
def update(self):
""" Wrap sprite around screen. """
if self.top > games.screen.height:
self.bottom = 0
if self.bottom < 0:
self.top = games.screen.height
if self.left > games.screen.width:
self.right = 0
if self.right < 0:
self.left = games.screen.width
def die(self):
""" Destroy self. """
self.destroy()
class Collider(Wrapper):
""" A Wrapper that can collide with another object. """
def update(self):
""" Check for overlapping sprites. """
super(Collider, self).update()
if self.overlapping_sprites:
for sprite in self.overlapping_sprites:
sprite.die()
self.die()
def die(self):
""" Destroy self and leave explosion behind. """
new_explosion = Explosion(x = self.x, y = self.y)
games.screen.add(new_explosion)
self.destroy()
class Asteroid(Wrapper):
""" An asteroid which floats across the screen. """
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
SPAWN = 2
POINTS = 30
total = 0
def __init__(self, game, x, y, size):
""" Initialize asteroid sprite. """
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.game = game
self.size = size
def die(self):
""" Destroy asteroid. """
Asteroid.total -= 1
self.game.score.value += int(Asteroid.POINTS / self.size)
self.game.score.right = games.screen.width - 10
# if asteroid isn't small, replace with two smaller asteroids
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)
# if all asteroids are gone, advance to next level
if Asteroid.total == 0:
self.game.advance()
super(Asteroid, self).die()
class Ship(Collider):
""" The player's ship. """
image = games.load_image("sprites/spaceship3.png")
sound = games.load_sound("sounds/soundfx/thrust.wav")
ROTATION_STEP = 3
VELOCITY_STEP = .03
VELOCITY_MAX = 3
MISSILE_DELAY = 25
def __init__(self, game, x, y):
""" Initialize ship sprite. """
super(Ship, self).__init__(image = Ship.image, x = x, y = y)
self.game = game
self.missile_wait = 0
def update(self):
""" Rotate, thrust and fire missiles based on keys pressed. """
super(Ship, self).update()
# rotate based on left and right arrow keys
if games.keyboard.is_pressed(games.K_LEFT):
self.angle -= Ship.ROTATION_STEP
if games.keyboard.is_pressed(games.K_RIGHT):
self.angle += Ship.ROTATION_STEP
# apply thrust based on up arrow key
if games.keyboard.is_pressed(games.K_UP):
Ship.sound.play()
# change velocity components based on ship's angle
angle = self.angle * math.pi / 180 # convert to radians
self.dx += Ship.VELOCITY_STEP * math.sin(angle)
self.dy += Ship.VELOCITY_STEP * -math.cos(angle)
# cap velocity in each direction
self.dx = min(max(self.dx, -Ship.VELOCITY_MAX), Ship.VELOCITY_MAX)
self.dy = min(max(self.dy, -Ship.VELOCITY_MAX), Ship.VELOCITY_MAX)
# if waiting until the ship can fire next, decrease wait
if self.missile_wait > 0:
self.missile_wait -= 1
# fire missile if spacebar pressed and missile wait is over
if games.keyboard.is_pressed(games.K_SPACE) and self.missile_wait == 0:
new_missile = Missile(self.x, self.y, self.angle)
games.screen.add(new_missile)
self.missile_wait = Ship.MISSILE_DELAY
def die(self):
""" Destroy ship and end the game. """
self.game.end()
super(Ship, self).die()
class Missile(Collider):
""" A missile launched by the player's ship. """
image = games.load_image("sprites/projectile.png")
sound = games.load_sound("sounds/soundfx/explosion.wav")
BUFFER = 40
VELOCITY_FACTOR = 7
LIFETIME = 40
def __init__(self, ship_x, ship_y, ship_angle):
""" Initialize missile sprite. """
Missile.sound.play()
# convert to radians
angle = ship_angle * math.pi / 180
# calculate missile's starting position
buffer_x = Missile.BUFFER * math.sin(angle)
buffer_y = Missile.BUFFER * -math.cos(angle)
x = ship_x + buffer_x
y = ship_y + buffer_y
# calculate missile's velocity components
dx = Missile.VELOCITY_FACTOR * math.sin(angle)
dy = Missile.VELOCITY_FACTOR * -math.cos(angle)
# create the missile
super(Missile, self).__init__(image = Missile.image,
x = x, y = y,
dx = dx, dy = dy)
self.lifetime = Missile.LIFETIME
def update(self):
""" Move the missile. """
super(Missile, self).update()
# if lifetime is up, destroy the missile
self.lifetime -= 1
if self.lifetime == 0:
self.destroy()
class Explosion(games.Animation):
""" Explosion 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):
""" The game itself. """
def __init__(self):
""" Initialize Game object. """
# set level
self.level = 0
# load sound for level advance
self.sound = games.load_sound("sounds/soundfx/levelup1.wav")
# create score
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)
# create player's ship
self.ship = Ship(game = self,
x = games.screen.width/2,
y = games.screen.height/2)
games.screen.add(self.ship)
def play(self):
""" Play the game. """
# begin theme music
games.music.load("sounds/theams/Orbit Beat 130.wav")
games.music.play(-1)
# load and set background
nebula_image = games.load_image("sprites/background.png")
games.screen.background = nebula_image
# advance to level 1
self.advance()
# start play
games.screen.mainloop()
def advance(self):
""" Advance to the next game level. """
self.level += 1
# amount of space around ship to preserve when creating asteroids
BUFFER = 150
# create new asteroids
for i in range(self.level):
# calculate an x and y at least BUFFER distance from the ship
# choose minimum distance along x-axis and y-axis
x_min = random.randrange(BUFFER)
y_min = BUFFER - x_min
# choose distance along x-axis and y-axis based on minimum distance
x_distance = random.randrange(x_min, games.screen.width - x_min)
y_distance = random.randrange(y_min, games.screen.height - y_min)
# calculate location based on distance
x = self.ship.x + x_distance
y = self.ship.y + y_distance
# wrap around screen, if necessary
x %= games.screen.width
y %= games.screen.height
# create the asteroid
new_asteroid = Asteroid(game = self,
x = x, y = y,
size = Asteroid.LARGE)
games.screen.add(new_asteroid)
# display level 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 (except at first level)
if self.level > 1:
self.sound.play()
def end(self):
""" End the game. """
# show 'Game Over' for 5 seconds
end_message = games.Message(value = "Game Over",
size = 90,
color = color.red,
x = games.screen.width/2,
y = games.screen.height/2,
lifetime = 5 * games.screen.fps,
after_death = games.screen.quit,
is_collideable = False)
games.screen.add(end_message)
def main():
astrocrash = Game()
astrocrash.play()
# kick it off!
main()