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asteroid.py
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asteroid.py
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import pygame
import random
# initialize pygame
pygame.init()
# game constants
WIDTH = 800
HEIGHT = 600
FPS = 60
# create the window
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Asteroids")
# set up clock
clock = pygame.time.Clock()
# create player sprite
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50, 50))
self.image.fill((255, 255, 255))
self.rect = self.image.get_rect()
self.rect.center = (WIDTH / 2, HEIGHT / 2)
def update(self):
# handle player movement
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.rect.x -= 5
if keys[pygame.K_RIGHT]:
self.rect.x += 5
if keys[pygame.K_UP]:
self.rect.y -= 5
if keys[pygame.K_DOWN]:
self.rect.y += 5
# create asteroid sprite
class Asteroid(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 30))
self.image.fill((255, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
def update(self):
# handle asteroid movement
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
# create sprite groups
all_sprites = pygame.sprite.Group()
asteroids = pygame.sprite.Group()
# create player sprite and add to sprite groups
player = Player()
all_sprites.add(player)
# create asteroid sprites and add to sprite groups
for i in range(8):
asteroid = Asteroid()
all_sprites.add(asteroid)
asteroids.add(asteroid)
# game loop
running = True
while running:
# set up clock
clock.tick(FPS)
# process input
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# update sprites
all_sprites.update()
# check for collisions
hits = pygame.sprite.spritecollide(player, asteroids, False)
if hits:
running = False
# render screen
screen.fill((0, 0, 0))
all_sprites.draw(screen)
# flip the display
pygame.display.flip()
# quit pygame
pygame.quit()